http://www.moddb.com/games/interstellar-marines/images/shark-creaturePale Shark Large Undead (Aquatic)
Hit Dice: 8d12+8 (60 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Swim 40 ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+6 plus wounding and toxin)
Full Attack: Bite +8 melee (1d8+6 plus wounding and toxin)
Space/Reach: 10 ft./5 ft.
Special Attacks: Toxic Bite, Wounding Bite
Special Qualities: Dark Vision 60', Undead Traits, Amphibious, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
Skills: Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12
Feats: Alertness, Great Fortitude, Improved Initiative, Track (B)
Environment: Any Aquatic and any coastal lands
Organization: Solitary or Frenzy (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment: ---
"The Dead aren't always human Bobbie..."Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track by land or sea. At least that's what everyone believes. And it may even be true. They were originally large sharks magically engineered to survive on land as well as the ocean. They were very useful minions, and when a rift to the Far Realms opened near a mage's castle he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down. None of the mercs came back. But the sharks did, mutated worse than ever. They appeared normal, but quickly dried out and died on returning to this plane.
And if they had stayed dead that would've been the end of it. After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator. More seem to be found every year, and it's wondered if they are a species capable of reproducing as undead...
Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with diseases and poisons. Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution. If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie. These Zombies do not attack Pale Sharks and vice versa.
Wounding Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.
Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hp, and as a modifier to Fortitude Saves.
Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood.
Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.
Blind: Pale Sharks are Blind, and cannot be affected by attacks based on sight, or blinding flashes of light.
Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.
Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check. They also have a +4 Racial Bonus to Climb Checks.
Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot before pouncing and biting away, often trying to eat prey before it has died. They are somewhat fearless and will fight to their destruction if necessary.