TEXT: Shallows &
  Sharks
  Old School Fantasy Version
  by Mark L. Chance
  Shallows & Sharks | 1
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are
  trademarks of Matthew J. Finch. Mark L. Chance and Spes Magna
  Games are not affiliated with Matthew J. Finch, Mythmere Games™,
  or Frog God Games. Shallows & Sharks is compatible with Swords &
  Wizardry: WhiteBox by Matthew J. Finch and Marv Breig.
  
  Shallows & Sharks: Old School Fantasy Version
  by Mark L. Chance
  Table of Contents
  Introduction..........................................................................................................................................2
  Ice Shark.................................................................................................................................................2
  Sand Shark............................................................................................................................................3
  Shark Golem.........................................................................................................................................3
  Shark Storm.........................................................................................................................................4
  Two-Headed Shark...........................................................................................................................4
  Oh, Yeah. Just Sharks.......................................................................................................................5
  Bull Shark................................................................................................................................................5
  Mako Shark.............................................................................................................................................5
  Great White Shark...................................................................................................................................5
  Introduction
  I can't help it. I like shark movies. The dumber and more improbable the shark-based scenario, the 
  better. Sharks trapped in tornadoes? I'll watch the first one and every sequel as well, and I'll giggle like a
  toddler while doing so, which pretty much explains Shallows & Sharks. As always, if you have any 
  questions or comments, let me know.
  Mark L. Chance
  Spes Magna Games
  Ice Shark
  Ice sharks inhabit arctic regions. These beasts as adults range in lengths from 8 feet up to 30 feet. They 
  have little intelligence, but they are cunning ambush predators able to swim through water, snow, and 
  Shallows & Sharks | 2
  
  ice. Ice sharks sense blood within 300 feet, and their dorsal fins pick up surface vibrations (such as a 
  creature walking) within 60 feet. Snow white and ice blue in coloration, these predators blend in well 
  with the natural environment.
  Armor Class: 4 [15]
  Hit Dice: 4-8
  Attacks: Bite (see Table: Ice Shark Bite Damage)
  Saving Throw: 15 (4 HD), 14 (5 HD), 13 (6 HD), 12 (7 HD), 11 (8 HD)
  Special: Immune to cold, surprise opponents 1-3
  Move: 18 (12 through snow, 9 through ice)
  HDE/XP: 4 HD (5/240), 5 HD (6/400), 6 HD (7/600), 7 HD (8/800), 8 HD
  (9/1,100)
  Sand Shark
  The sand shark lives in coastal regions with sandy beaches or a desert nearby. An enormous and fierce 
  predator, the sand shark swims through sand and earth as well as water. This monster is not part of the 
  natural world. Scholars believe sand sharks enter the Material Plane from some sort of border area 
  between the Planes of Elemental Water and Elemental Earth. Supple sand stone appears to form the sand
  shark's hide, and it oozes mud when injured. Its length is about two feet per HD. A sand shark can 
  magically see through sand and earth out to 60 feet, but its sense of smell is not especially acute. Sand 
  sharks are territorial and voracious.
  Armor Class: 2 [17]
  Hit Dice: 8, 12, or 16
  Attacks: Bite (2d6)
  Saving Throw: 8 HD (11), 12 HD (7), 16 HD (3)
  Special: Surprise opponents 1-3
  Move: 18 (15 through sand, 12 through earth)
  HDE/XP: 8 HD (9/1,100), 12 HD (13/2,300), 16 HD (17/3,400)
  Shark Golem
  The shark golem, constructed from alchemically-treated shark hide stretched around a frame of hard 
  wood, metal, and leather bladders, is a magical construct created and used by a master with strong 
  magical powers. The shark golem cannot be hit by non-magical weapons. It is immune to all magic, 
  except lightning- and fire-based spells, which inflict normal damage (although fire-based spells might be
  problematic in an underwater battle). A shark golem rams its prey first to stun it, and then attacks the 
  helpless prey with its bite the following round.
  Armor Class: 5 [14]
  Hit Dice: 12
  Attacks: Bite (2d6)
  Saving Throw: 7
  Special: Stun prey
  Move: 18
  HDE/XP: 13/2,300
  Shallows & Sharks | 3
  Table: Ice Shark
  Bite Damage
  HD
  Bite Damage
  4-5
  1d6+1
  6-7
  2d6
  8
  2d6+2
  
  Shark Storm
  Just as the sand shark seems to be a strange
  creature from a border region between
  Elemental Earth and Elemental Water, so too
  the shark storm must be an even stranger
  creature from the tempestuous plane between
  Elemental Air and Elemental Water. The shark
  storm is a massive whirlwind about 30 feet in
  diameter at its base and rising to at least 100
  feet into the sky. Dozens of sharks fly about
  within its roaring, swirling winds. It has no
  intelligence or will. The shark storm moves
  and exists, and by doing so poses a threat.
  While it is possible to battle the individual
  sharks within the shark storm, such attacks do
  minimum damage. Area of effect attacks, such
  as a fireball, however, inflict normal damage
  against a shark storm. Creatures caught within
  the radius of a shark storm take 2d6 points of
  damage automatically each round from shark
  bites, flying debris, et cetera.
  Armor Class: 2 [17]
  Hit Dice: 16
  Attacks: Bite (2d6)
  Saving Throw: 3
  Special: Whirlwind
  Move: 36
  HDE/XP: 17/3,400
  Two-Headed Shark
  The two-headed shark reaches lengths of 25 feet or more. It is gray with a white underside, and instead 
  of one head, it has two, both equipped with row after row of razor sharp teeth. This mighty predator 
  overturns small boats with ease. On a roll 4 higher than the needed number, both its heads latch onto its 
  prey and thrash about, rending the victim for double damage.
  Armor Class: 4 [15]
  Hit Dice: 10
  Attacks: Bite (2d6+2)
  Saving Throw: 9
  Special: Overturn boats, rend
  Move: 18
  HDE/XP: 11/1,700
  Shallows & Sharks | 4
  
  Oh, Yeah. Just Sharks.
  Sharks are among the most feared
  natural marine predators.
  Unpredictable and strong, blood in
  the water attracts sharks within 300
  feet, often driving them into a
  feeding frenzy (+1 “to-hit” and no
  morale checks). Statistics for three
  different types of sharks are given
  below.
  Bull Shark
  Armor Class: 6 [13]
  Hit Dice: 2
  Attacks: Bite (1d6)
  Saving Throw: 17
  Special: Feeding frenzy, stun prey
  Move: 18
  HDE/XP: 3/60
  Bull sharks ram their prey first to stun it, and then 
  bite the helpless victim the following round. Bull 
  sharks grow to be about 8 feet long, and they are 
  brownish color.
  Mako Shark
  Armor Class: 5 [14]
  Hit Dice: 4
  Attacks: Bite (1d6+2)
  Saving Throw: 17
  Special: Feeding frenzy, jump
  Move: 24
  HDE/XP: 5/240
  Mako sharks swim with great speed and power, 
  and they can leap up to 30 feet out of the water. 
  Mako sharks have been known to jump into boats 
  in order attack prey. This animal reaches lengths 
  of 15 feet, and it tends toward blue-gray to tan in 
  coloration.
  Great White Shark
  Armor Class: 4 [15]
  Hit Dice: 8
  Attacks: Bite (2d6)
  Saving Throw: 11
  Special: Feeding frenzy
  Move: 18
  HDE/XP: 8/800
  This monster of the deep reaches lengths of 30 
  feet. It is gray with a white underside. Great white 
  sharks have been known to destroy boats that 
  aren't big enough.
  Shallows & Sharks | 5
  
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