Sharn

Large Aberration — CR 8

()Updated 3.5

Sharn is a D&D 3.5 monster from —. CR 8, HD 4d8+20 (38 hp).

Hit Dice
4d8+20 (38 hp)
Initiative
+5
Speed
land 10 ft, 10 ft., fly 40 ft.
Base Attack / Grapple
+3/+11
Attack
3 claws +6 (or 3 Medium-size or smaller melee weapons +4 melee), 6 claws +4 melee (or 3 Medium-size or smaller weapons +4 melee), 3 bites +4 melee
Full Attack
3 claws +6 (or 3 Medium-size or smaller melee weapons +4 melee), 6 claws +4 melee (or 3 Medium-size or smaller weapons +4 melee), 3 bites +4 melee
STR
16
DEX
20
CON
20
INT
18
WIS
18
CHA
20
Fort / Ref / Will
+6 / +6 / +8
Challenge Rating
8
Alignment
Always chaotic neutral
Organization
Solitary, pair, or parliament (4-48)
Treasure
Double coins, quadruple items
Level Adjustment
+5
Spell Resistance
20

Special Abilities

Hex PortalsHasteEvasionImmunitiesFixed ShapeArchetypal Shape

Feats

Special Sharn Sorcerer Rules: Shams do not require material components or focuses for their spells. Shams usually do not have familiars. Special Sharn Cleric Rules: Sharns do not require material components or divine focuses for their spells either. Sharn clerics can choose four domains from the following list, and receive the granted powers of all four: Chaos, Death, Knowledge, Luck, Magic, Protection, Travel, and Trickery. They turn undead according to their cleric level and Charisma score. If the sham moves farther than 100 feet from one of its portals, the portal disappears. A sham can cast a spell through a portal by extending its hand through the portal. It can deliver touch spells to creatures within 5 feet of a portal. A sham is not capable of moving fully through one of its portals, nor can anyone else move through a portal. Shams can launch melee attacks through portals without any penalty, but only with a 5-foot reach, not 10 feet like the sham's own body. Note that portals threaten areas within 5 feet of them. Hex portals can flank, or contribute to flanking, just like any other creature that threatens an area. Opponents cannot normally attack a sharn through a portal, or cast a spell through a portal, but they can ready an action to attack when a sharn sticks its hand through a portal to cast a spell or attack. Assuming the sharn is not invisible when it sticks part of its body through the portal, it is assumed to have nine-tenths cover, and therefore a +10 bonus to AC and a +4 bonus on Reflex saves. Hex portals can be dispelled, but a dispelled hex portal could be reformed on the sharn's next action, beside the sharn. Hex portals do not function or appear inside antimagic fields. As force effects, hex portals cannot, themselves, be turned invisible.

Description

Special Sharn Sorcerer Rules: Shams do not require material components or focuses for their spells. Shams usually do not have familiars. Special Sharn Cleric Rules: Sharns do not require material components or divine focuses for their spells either. Sharn clerics can choose four domains from the following list, and receive the granted powers of all four: Chaos, Death, Knowledge, Luck, Magic, Protection, Travel, and Trickery. They turn undead according to their cleric level and Charisma score. If the sham moves farther than 100 feet from one of its portals, the portal disappears. A sham can cast a spell through a portal by extending its hand through the portal. It can deliver touch spells to creatures within 5 feet of a portal. A sham is not capable of moving fully through one of its portals, nor can anyone else move through a portal. Shams can launch melee attacks through portals without any penalty, but only with a 5-foot reach, not 10 feet like the sham's own body. Note that portals threaten areas within 5 feet of them. Hex portals can flank, or contribute to flanking, just like any other creature that threatens an area. Opponents cannot normally attack a sharn through a portal, or cast a spell through a portal, but they can ready an action to attack when a sharn sticks its hand through a portal to cast a spell or attack. Assuming the sharn is not invisible when it sticks part of its body through the portal, it is assumed to have nine-tenths cover, and therefore a +10 bonus to AC and a +4 bonus on Reflex saves. Hex portals can be dispelled, but a dispelled hex portal could be reformed on the sharn's next action, beside the sharn. Hex portals do not function or appear inside antimagic fields. As force effects, hex portals cannot, themselves, be turned invisible.