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Blackdirge's Suped Up Monster Thread: Monster Column Updated 06/26/06!
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<blockquote data-quote="BLACKDIRGE" data-source="post: 1030960" data-attributes="member: 1953"><p>Here's a CR 8 critter for you.</p><p></p><p>Kharka is a merrow were-shark with the reptilian template. He is also my first go at a 3.5 monster.</p><p></p><p>Enjoy.</p><p></p><p>**************************************************</p><p></p><p><strong><u>Kharka (merrow form)</u></strong></p><p></p><p><strong>Reptilian Merrow Were-Shark</strong></p><p><strong>Large Giant (reptilian, shapechanger)</strong></p><p><strong>Hit Dice:</strong> 4d8+20 plus 7d8+42 (113 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 30 ft. swim 40 ft. </p><p><strong>AC:</strong> 20 (-1 size, +2 Dex, +9 natural)</p><p><strong>Base Attack/Grapple:</strong> +7/+17</p><p><strong>Attack:</strong> Huge harpoon +13 melee (2d8+10) or claw +13 melee (1d8+7)</p><p><strong>Full Attack:</strong> Huge harpoon +13/+8 melee (2d8+10) or 2 claws +13 melee (1d8+7)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Curse of lycanthropy</p><p><strong>Special Qualities:</strong> Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent</p><p><strong>Saves:</strong> Fort +14, Ref +8, Will +5</p><p><strong>Abilities:</strong> Str 24, Dex 14, Con 21, Int 14, Wis 14, Cha 10</p><p><strong>Skills:</strong> Balance +5, Climb +14, Diplomacy +4, Knowledge (sailing) +7, Intimidate +3, Jump +11, Listen +9, Profession (sailor) +7, Spot +9, Swim +14</p><p><strong>Feats:</strong> Iron Will, Leadership, Multiattack, Power Attack</p><p><strong>Environment:</strong> Marine aquatic and coastal</p><p><strong>Organization:</strong> Solitary or with crew</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p><strong>Alternate Form (Su):</strong> As a standard action Kharka can shift tow other forms, that of a huge great white shark or a bizarre hybrid crossing of ogre and shark. </p><p></p><p><strong>Lycanthropic Empathy (Ex):</strong> In any of his three forms Kharka can communicate and empathize with normal and dire sharks. He gains a +4 bonus on any checks to influence the action of sharks or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”.</p><p></p><p><strong>Curse of Lycanthropy (Su):</strong> Any humanoid or giant hit by Kharka’s bite attack in animal or hybrid form must succeed at a fortitude save (DC 15) or contract lycanthropy. </p><p></p><p><strong><u>Kharka (hybrid form)</u></strong></p><p></p><p><strong>Reptilian Merrow Were-Shark</strong></p><p><strong>Large Giant (reptilian, shapechanger)</strong></p><p><strong>Hit Dice:</strong> 11d8+55 (115 hp)</p><p><strong>Initiative:</strong> +4 (Dex)</p><p><strong>Speed:</strong> 30 ft. Swim 60 ft.</p><p><strong>AC:</strong> 22 (-1 size, +4 Dex, +9 natural)</p><p><strong>Base Attack/Grapple:</strong> +7/+20</p><p><strong>Attack:</strong> Huge harpoon +16 melee (2d8+15) or claw +16 melee (1d8+10)</p><p><strong>Full Attack:</strong> Huge harpoon +16/+11 melee (2d8+15) and bite +11 melee (2d6+5) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Curse of lycanthropy</p><p><strong>Special Qualities:</strong> Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent</p><p><strong>Saves:</strong> Fort +15, Ref +9, Will +5</p><p><strong>Abilities:</strong> Str 30, Dex 18, Con 23, Int 14, Wis 14, Cha 10</p><p><strong>Skills:</strong> Balance +8, Climb +17, Diplomacy +4, Intimidate +3, Jump +14, Knowledge (sailing) +7, Listen +9, Profession (sailor) +7, Spot +9, Swim +25 </p><p><strong>Feats:</strong> Iron Will, Leadership, Multiattack, Power Attack</p><p><strong>Environment:</strong> Marine aquatic and coastal</p><p><strong>Organization:</strong> Solitary or with crew</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p>The North Sea is infamous for the vast number of pirates and raiders that prowl its murky storm ridden waters, attacking merchant vessels for loot and murder. Prey is plentiful for these nautical predators as the North Sea separates two great nations that conduct a thriving business of trade and mercantilism. The colossal profits that can be earned by making the dangerous run across the treacherous North Sea is more than enough to tempt merchants from both nations to make the attempt. Attempts to clear the stretch of stormy sea between the two empires have been made but the sheer vastness of the near endless waters makes for a daunting task to say the least. It is true that some pirates have been captured and their ships destroyed but the worst of these raiders always seem to elude capture and continue to ply their bloody trade.</p><p></p><p>Of all the pirates that haunt the North Sea one of the most infamous is Kharka, known as “Teeth” to the merchants and sailors in the area. Kharka is a merrow were-shark and makes no attempts to hide his lycanthropy or his bloodlust. He gained the moniker “Teeth” due in large part to his penchant of assuming his hybrid form and leaping on to enemy ships ripping the crew to pieces with his huge shark like maw. </p><p></p><p>Kharka commands a longship named Bloodtooth crewed by a motley collection of forty, made up largely of orcs and evil humans, mostly warriors or fighters. In addition to the basic crew Kharka can also call upon ten ogre warriors who have become quite adept at hurling large stones at enemy vessels. As fearsome as Kharka’s crew is the true horror of the merrow were-shark’s predations resides below the waves. A small band of sahuagin warriors, led by a priest of Sekolah, have become convinced that their fell shark deity has laid his blessing upon the rapacious Kharka. The vicious group of seadevils has devoted their services to the merrow lycanthrope and has become instrumental in his raids. </p><p></p><p>Kharka’s sahuagin followers are much more than simple sycophants, they are distant relatives, the remnant of a sahuagin tribe that had been interbreeding with Kharka’s clan of merrows for centuries. Both merrow and sahaugin were wiped out by a combined effort of sea elves and merfolk, who had been suffering under the predations of both tribes for years. In a single swift surprise attack the merrow and sahaugin were almost completely eradicated. Only Kharka and a handful of sahuagin survived, fleeing their home in the warm waters of the south for the rich plunder of the North Sea.</p><p></p><p><strong>Description & Tactics</strong></p><p></p><p>Kharka’s sahaugin ancestry is quite evident even under casual inspection. His towering nine-foot frame is covered head to toe in leathery green scales, featuring a wide gaping fish-like mouth and the fan-like ears of the seadevil. Although incredibly strong Kharka is not as bulky and slow moving as his land bound brethren, his long ropey muscles propelling him with frightening speed through the water and granting him surprising adroitness on land. The merrrow’s large webbed hands are armed with heavy hooked talons, ideal for snaring tasty morsels from the water and his gaping mouth is lined with a triple row of jagged serrated teeth. A thick shock of blue-black hair falls in a net like tangle from Kharka’s scaly scalp and is interwoven with finger bones and teeth from his many victims. </p><p></p><p>In his hybrid from Kharka is truly terrible, a hulking beast with a ravening shark-like head, dead black eyes and great grasping talons eager to fill its snapping maw with warm quivering flesh. Kharka's third and final form is simply a massive great white shark, twenty-one feet long from nose to tail. He rarely adopts his shark form, preferring the combined elements of his hybrid form to his natural or animal form. </p><p></p><p>Kharka’s tactics are quite simple, when he spots a ship he thinks he can handle he simply pulls along side it while his ogres pelt the unfortunate vessels with stones. The were-shark will then vault across the space between his ship and that of his victim’s tearing into any spellcasters and allowing his men to follow him in a swift and brutal boarding party. While Kharka and his men occupy the enemy crew the sahuagin cleric and his faithful will clamber up the side of the vessel gaining near total surprise on their unsuspecting foes. No one is left alive; those not devoured by Kharka and the sahuagin are thrown overboard to the sharks. After the enemy vessel is plundered its hull is holed to allow the sea to hide all traces of Kharka’s nefarious activity.</p></blockquote><p></p>
[QUOTE="BLACKDIRGE, post: 1030960, member: 1953"] Here's a CR 8 critter for you. Kharka is a merrow were-shark with the reptilian template. He is also my first go at a 3.5 monster. Enjoy. ************************************************** [b][u]Kharka (merrow form)[/u][/b][u][/u] [b]Reptilian Merrow Were-Shark[/b] [b]Large Giant (reptilian, shapechanger)[/b] [b]Hit Dice:[/b] 4d8+20 plus 7d8+42 (113 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 30 ft. swim 40 ft. [b]AC:[/b] 20 (-1 size, +2 Dex, +9 natural) [b]Base Attack/Grapple:[/b] +7/+17 [b]Attack:[/b] Huge harpoon +13 melee (2d8+10) or claw +13 melee (1d8+7) [b]Full Attack:[/b] Huge harpoon +13/+8 melee (2d8+10) or 2 claws +13 melee (1d8+7) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Curse of lycanthropy [b]Special Qualities:[/b] Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent [b]Saves:[/b] Fort +14, Ref +8, Will +5 [b]Abilities:[/b] Str 24, Dex 14, Con 21, Int 14, Wis 14, Cha 10 [b]Skills:[/b] Balance +5, Climb +14, Diplomacy +4, Knowledge (sailing) +7, Intimidate +3, Jump +11, Listen +9, Profession (sailor) +7, Spot +9, Swim +14 [b]Feats:[/b] Iron Will, Leadership, Multiattack, Power Attack [b]Environment:[/b] Marine aquatic and coastal [b]Organization:[/b] Solitary or with crew [b]Challenge Rating:[/b] 8 [b]Alignment:[/b] Neutral Evil [b]Alternate Form (Su):[/b] As a standard action Kharka can shift tow other forms, that of a huge great white shark or a bizarre hybrid crossing of ogre and shark. [b]Lycanthropic Empathy (Ex):[/b] In any of his three forms Kharka can communicate and empathize with normal and dire sharks. He gains a +4 bonus on any checks to influence the action of sharks or to convey simple concepts such as, “friend”, “foe”, “flee” and “attack”. [b]Curse of Lycanthropy (Su):[/b] Any humanoid or giant hit by Kharka’s bite attack in animal or hybrid form must succeed at a fortitude save (DC 15) or contract lycanthropy. [b][u]Kharka (hybrid form)[/u][/b][u][/u] [b]Reptilian Merrow Were-Shark[/b] [b]Large Giant (reptilian, shapechanger)[/b] [b]Hit Dice:[/b] 11d8+55 (115 hp) [b]Initiative:[/b] +4 (Dex) [b]Speed:[/b] 30 ft. Swim 60 ft. [b]AC:[/b] 22 (-1 size, +4 Dex, +9 natural) [b]Base Attack/Grapple:[/b] +7/+20 [b]Attack:[/b] Huge harpoon +16 melee (2d8+15) or claw +16 melee (1d8+10) [b]Full Attack:[/b] Huge harpoon +16/+11 melee (2d8+15) and bite +11 melee (2d6+5) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Curse of lycanthropy [b]Special Qualities:[/b] Alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent [b]Saves:[/b] Fort +15, Ref +9, Will +5 [b]Abilities:[/b] Str 30, Dex 18, Con 23, Int 14, Wis 14, Cha 10 [b]Skills:[/b] Balance +8, Climb +17, Diplomacy +4, Intimidate +3, Jump +14, Knowledge (sailing) +7, Listen +9, Profession (sailor) +7, Spot +9, Swim +25 [b]Feats:[/b] Iron Will, Leadership, Multiattack, Power Attack [b]Environment:[/b] Marine aquatic and coastal [b]Organization:[/b] Solitary or with crew [b]Challenge Rating:[/b] 8 [b]Alignment:[/b] Neutral Evil The North Sea is infamous for the vast number of pirates and raiders that prowl its murky storm ridden waters, attacking merchant vessels for loot and murder. Prey is plentiful for these nautical predators as the North Sea separates two great nations that conduct a thriving business of trade and mercantilism. The colossal profits that can be earned by making the dangerous run across the treacherous North Sea is more than enough to tempt merchants from both nations to make the attempt. Attempts to clear the stretch of stormy sea between the two empires have been made but the sheer vastness of the near endless waters makes for a daunting task to say the least. It is true that some pirates have been captured and their ships destroyed but the worst of these raiders always seem to elude capture and continue to ply their bloody trade. Of all the pirates that haunt the North Sea one of the most infamous is Kharka, known as “Teeth” to the merchants and sailors in the area. Kharka is a merrow were-shark and makes no attempts to hide his lycanthropy or his bloodlust. He gained the moniker “Teeth” due in large part to his penchant of assuming his hybrid form and leaping on to enemy ships ripping the crew to pieces with his huge shark like maw. Kharka commands a longship named Bloodtooth crewed by a motley collection of forty, made up largely of orcs and evil humans, mostly warriors or fighters. In addition to the basic crew Kharka can also call upon ten ogre warriors who have become quite adept at hurling large stones at enemy vessels. As fearsome as Kharka’s crew is the true horror of the merrow were-shark’s predations resides below the waves. A small band of sahuagin warriors, led by a priest of Sekolah, have become convinced that their fell shark deity has laid his blessing upon the rapacious Kharka. The vicious group of seadevils has devoted their services to the merrow lycanthrope and has become instrumental in his raids. Kharka’s sahuagin followers are much more than simple sycophants, they are distant relatives, the remnant of a sahuagin tribe that had been interbreeding with Kharka’s clan of merrows for centuries. Both merrow and sahaugin were wiped out by a combined effort of sea elves and merfolk, who had been suffering under the predations of both tribes for years. In a single swift surprise attack the merrow and sahaugin were almost completely eradicated. Only Kharka and a handful of sahuagin survived, fleeing their home in the warm waters of the south for the rich plunder of the North Sea. [b]Description & Tactics[/b] Kharka’s sahaugin ancestry is quite evident even under casual inspection. His towering nine-foot frame is covered head to toe in leathery green scales, featuring a wide gaping fish-like mouth and the fan-like ears of the seadevil. Although incredibly strong Kharka is not as bulky and slow moving as his land bound brethren, his long ropey muscles propelling him with frightening speed through the water and granting him surprising adroitness on land. The merrrow’s large webbed hands are armed with heavy hooked talons, ideal for snaring tasty morsels from the water and his gaping mouth is lined with a triple row of jagged serrated teeth. A thick shock of blue-black hair falls in a net like tangle from Kharka’s scaly scalp and is interwoven with finger bones and teeth from his many victims. In his hybrid from Kharka is truly terrible, a hulking beast with a ravening shark-like head, dead black eyes and great grasping talons eager to fill its snapping maw with warm quivering flesh. Kharka's third and final form is simply a massive great white shark, twenty-one feet long from nose to tail. He rarely adopts his shark form, preferring the combined elements of his hybrid form to his natural or animal form. Kharka’s tactics are quite simple, when he spots a ship he thinks he can handle he simply pulls along side it while his ogres pelt the unfortunate vessels with stones. The were-shark will then vault across the space between his ship and that of his victim’s tearing into any spellcasters and allowing his men to follow him in a swift and brutal boarding party. While Kharka and his men occupy the enemy crew the sahuagin cleric and his faithful will clamber up the side of the vessel gaining near total surprise on their unsuspecting foes. No one is left alive; those not devoured by Kharka and the sahuagin are thrown overboard to the sharks. After the enemy vessel is plundered its hull is holed to allow the sea to hide all traces of Kharka’s nefarious activity. [/QUOTE]
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