Shark, Huge (CR 4)

Huge Animal (Aquatic)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Inititive); Senses: blindsense, keen scent, Listen +10, and Spot +10


AC: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Hit Dice: 10d8+20 (65 hp)
Fort +11, Ref +9, Will +4
Speed: Swim 60 ft.
Space: 15 ft./10 ft.
Base Attack +7; Grapple +20
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 2d6+7
Special Attacks/Actions: -
Abilities: Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Special Qualities:
Feats: Alertness; Great Fortitude; Improved Initiative; Iron Will
Skills: Listen +10, Spot +10, and Swim +13
Advancement: 11-17 HD (Huge)
Climate/Terrain: Cold aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Treasure: none

Source: Monster Manual

Combat

Sharks circle and observe potential prey then dart in and bite with their powerful jaws.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.