Shark, Sand

Chris Van Deelen

No. Enc: 1d4
Alignment: Neutral
Movement: 240’ (80’)
AC: 6
HD: 25
Attacks: 1 bite or 1 bite and 2 claws
Damage: 5d6 or 5d6 / 1d8+3d6 / 1d8+3d6
Save: L20
Morale: 7
Hoard Class: None.

No. Enc: 1d4
Alignment: Neutral
Movement: 240’ (80’)
AC: 6
HD: 25
Attacks: 1 bite or 1 bite and 2 claws
Damage: 5d6 or 5d6 / 1d8+3d6 / 1d8+3d6
Save: L20
Morale: 7
Hoard Class: None.

If the rumor mill in the wasteland is to be believed, these are not mutants, but in fact an ancient species that had been hidden beneath the waves for untold millennia. They had not only survived but thrived in hidden underground oceans and hidden grottos.

These creatures are quite large, typically about thirty feet in length. They have a very strange appearance, instead of being albino as one would expect from a creature that had never seen the sun, they are a mottled grey, black and various shades of blue. Also they possess dual dorsal fins, one smaller behind the main, and many members of this species have been seen with large spike-like protrusions along the back. Several have also been seen with claw-like appendages on the fins that help propel them through the water.

These creatures are your typical shark. They are nothing more than massive eating machines that are as cold and remorseless as the depths of deep space. They cannot be reasoned with; they cannot be cajoled or bargained with. All they desire is to eat and swim.

What makes these sharks particularly deadly is the fact that they are fully capable of living in both the oceans and on land, although they are limited to sandy locations or loose soil. Rock, concrete and other similar types of terrain will stop them cold and they will not be able to pass.

These creatures use their fins when in the water, and they are impressive and fast swimmers. But once they reach the land, they use the claws on their fins as well as a form of telekinesis to swim through the sand as easily as if it was water.

In the water these monsters rely upon their vision and heightened sense of smell to locate prey, but on the land they rely upon echolocation and a unique sense that allows them to feel vibrations caused by movement. They can use this with pin-point accuracy in order to locate and then attack their prey. These creatures are so stealthy that they will surprise on a 1-3.

When they attack, it is almost always with a bite. On a natural 18-20 any man-sized creature will be bitten and swallowed whole. If this happens they must try to cut their way out of the stomach, using only bladed weapons, and must inflict at least 25% of the creatures beginning hit point total and must try and cut against AC 3.  While the victim is trapped in the monsters stomach, they suffer 5d6 points of acid damage per round, and all items carried by the victim must save versus death (using the victim’s save) or if the Mutant Lord has access to Wisdom from the Wastelands issue 1: Artifacts manuals and Toolkits, the items must save versus acid damage or suffer 1d3-1 condition levels of damage per round.

They hunt in packs, and considering their size and how tough they are, this is a terrifying prospect, although occasionally one or more of the creatures will end up turning upon one another if they find a particularly large morsel to feast upon. If they attack a creature that is large or has at least 18 hit dice, they will have to make a moral check or start attacking one another, giving their possible meal a chance at escape.

Also particularly tough opponents will be attacked with not only their bite but they will attack with their clawed fins, giving them upwards of three attacks per round which is typically more than enough to soften up most prey and helps divide them up into smaller and more manageable pieces.

Strangely enough, these mutant sharks breed only once every five years, and the female gestates the eggs in her body for 1d3 months. When she feels ready, she will go ashore and burrow into the sand to lay a clutch or 4d20+20 egg sacks. The eggs are always deposited near a source of food, such as a fishing village or a settlement near the shore. The eggs will require another 1d4+3 months to mature and hatch.

When this happens, the creatures go on a feeding frenzy and if no source of food is around, they will feed upon one another. In the end of such a frenzy, only 1d4 of the creatures – only the strongest and most ruthless – will remain and they will make their way to the ocean.

Mutations: Aberrant From (new body parts, natural weapons), echolocation, gigantism, increased senses (smell), neural telekinesis (modified), unique senses (sense vibration)

Source: Sand Sharks

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.