I entered one of the Sinister Adventures dark challenges, but I didn’t win… so I have this monster write-up sitting on my computer with which I’m unlikely to ever do much. So I give unto you:
SPAWN OF DAJOBAS
Size/Type: Large Undead
Hit Dice: 12d12 (78 hp)
Speed: 15 ft. (3 squares), swim 60 ft.
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Bite +13 melee (2d6+9)
Full Attack: Bite +13 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood Frenzy
Special Qualities: Bloody rebirth, damage resistance 15/slashing, darkvision 60 ft., keen scent, resistance to acid 10, shark mastery, undead traits, +2 turn resistance
Saves: Fort +6, Ref +7, Will +9
Abilities: Str 23, Dex 16, Con Ø, Int 10, Wis 12, Cha 12
Skills: Hide +10, Listen +13, Move Silently +12, Search +6, Spot +12, Survival +10 (+10 following tracks), Swim +19
Feats: Great Fortitude, Improved Initiative, Improved Natural Attack, Track, Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary or school (2-5)
Challenge Rating: 9
Alignment: Always chaotic evil
Advancement: 11-13 HD (Large); 14-20 HD (Huge)
Level Adjustment: —
This creature looks like a great, red shark. Its gaping maw is filled with razor-sharp teeth that seem to extend all the way down the inside of its otherwise hollow body. A trail of blood winds its way through the waters, hungrily whipping about of its own volition. It stretches back to the beast, revealing that the entire creature is composed of animated blood.
Spawn of Dajobas, or bloodsharks, are created through a special ritual in which a worshiper of Dajobas is sacrificed to a school of sharks. The blood of the sacrifice and the spilled blood of the sharks in blood frenzy mingle and give birth to one of the Spawn of Dajobas. The bloodsharks are mere shells of animated blood, and constantly hunger to fill the emptiness inside them. Ruled by this hunger, they prowl the oceans, devouring everything in their path in service to their master.
The Spawn of Dajobas are typically 12-15 feet long. They grow larger as they consume more blood.
Spawn of Dajobas can speak Common, but they rarely do so.
The Spawn of Dajobas are cunning hunters and trackers, able to smell blood up to a mile away. They are fearlessly dedicated to devouring all that they come across, but they are not stupid. If their prey appears powerful, they will often surround themselves with a school of sharks before attacking.
Spawn of Dajobas can travel on land, but rarely do so except when in pursuit of prey. On land, their body thins and lengthens, and they move like an enormous, shark-headed snake.
Blood Frenzy (Ex): A bloodshark that draws blood by damaging an opponent with its bite immediately flies into a frenzy. It will continue to attack in a frenzy until either it or all living creatures in its immediate vicinity are dead. While the frenzy lasts, the bloodshark gains +4 Strength and -2 AC. In addition, during a frenzy, its bite attack automatically confirms all criticals. If the bloodshark’s opponent does not have blood, no frenzy will be triggered. It cannot normally end the frenzy voluntarily, but if the only living creatures in its vicinity are sharks, it may make a Will save (DC 20) once a round to end the frenzy.
Bloody Rebirth (Su): When a bloodshark in frenzy kills an enemy, it consumes its lifeblood and immediately heals a number of hit points equal to its victim’s hit dice.
Keen Scent (Ex): A bloodshark shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Mastery (Su): Normal sharks are drawn to the carnage caused by a bloodshark’s frenzy. If there are sharks in the area of a bloodshark attack, they will often arrive at the earliest possible opportunity to share in the feast. They innately sense the ties which bloodsharks have to Dajobas and will submit to them, not attacking except in self-defense. A bloodshark may control sharks as if using Dominate Animal with a caster level equal to its hit dice (DC 14). This ability is usable once per round. The save DC is Charisma-based.
Skills: A bloodshark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A bloodshark may track by scent through the water.