Large Animal (Aquatic)
Hit Dice: 8d8+35 (71 hp)
Speed: Swim 60 ft. (12 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12,flat-footed 15
Attacks: Bite +10 melee
Damage: Bite (2d6+7)
Face/Reach: 10 ft. /5 ft. (10 ft. with bite)
Special Attacks: Ferocity, lashing bite
Special Qualities: Blindsense, keen scent
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 20, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +15, Swim +8
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite) B, Toughness
Climate/Terrain: Any aquatic
Organization: Solitary or school (4-12)
Challenge Rating: 5
Alignment: Always neutral
Advancement: 9-14 HD (Large), 15-24 HD (Huge)
Level Adjustment: -
The helicoprion is a strange primeval ancestor to the shark, and as such, is actually a fish, not a dinosaur.
Like other sharks, the helicoprion spends most of its time hunting and eating. They have a stronger tolerance for fresh water than most sharks, and often swim for miles up rivers in search of food.
The average helicoprion is 10 feet long, although specimens of up to 30 feet long have been sighted by sailors and aquatic explorers.
A helicoprion often circles around prospective prey for a few rounds before swimming in to take a few experimental bites.
Ferocity (Ex): A helicoprion is such a tenacious Combatant that it continues to fight without penalty even while disabled or dying.
Lashing Bite (Ex): A helicoprion’s bite has a reach of 10 feet. It gains a +2 bonus on attack and damage rolls with its bite against targets within 5 feet.
Keen Scent (Ex): A helicoprion can notice creatures by scent in a 180-foot radius, and can sense blood in the water at ranges of up to a mile.
Skills: A helicoprion 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.