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|Editing:||Please discuss in the talk page|
|Size/Type:||Medium Magical Beast (Water)|
|Hit Dice:||8d10+8 (52 hp)|
|Initiative:||+6 (+2 Dex, +4 Improved Initiative)|
|Speed:||Swim 30 ft. or 160 ft. (clumsy)|
|Armor Class:||17 (+2 Dex, +5 natural), touch 12, flat-footed 17|
|Attack:||Bite +12 melee (1d6+4 plus 8d6 negative energy)|
|Full Attack:||Bite +12 melee (1d6+4 plus 8d6 negative energy)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Aqua Jet, Night Slash|
|Special Qualities:||Rough Skin, Scent|
|Saves:||Fort +7, Ref +8, Will +2|
|Abilities:||Str 18, Dex 15, Con 12, Int 6, Wis 14, Cha 8|
|Feats:||Improved Initiative, DodgeB, Mobility, Spring Attack|
|Organization:||Solitary or Frenzy (2-10)|
|Alignment:||Often Neutral Evil|
|Advancement:||9-12 HD (Medium), 13-20 HD (Large)|
Description::The thing speeding toward you passes at ridiculous speeds, and you are hit by a massive pressure wave and pointy teeth. It's almost like some sort of... ''shark torpedo'', but you have no idea what sort of name to give such a being.
Sharpedo are a lot like sharks, but ridiculously faster and often actually evil. They are able to store up water in modified swim bladders and expel it to move via jet propulsion, and the many tiny blades on their skin act to reduce turbulence.
Night Slash (Ex): Sharpedo's natural weapons deal an additional 1d6 negative energy damage per hit die.
Aqua Jet (Ex): Sharpedo moves incredibly quickly in a straight line, and any damage it deals on a charge from at least 40 feet away may be sonic damage instead of physical if it chooses. It may also make as many Overrun attempts as it likes when moving as free actions and gains a +10 racial bonus to Bull Rush attempts against another creature so long as it travels in a straight line during its turn.
Rough Skin: Sharpedo's skin is covered in an incredibly large number of tiny blades. Any creature grappling with Sharpedo or who hits Sharpedo with a natural or unarmed attack takes 5 + 1/2 Sharpedo's hit dice piercing and slashing damage.
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