Sharn
Large aberrant magical beast
Level 12 Solo Artillery XP 3500
Initiative +12 Senses Perception +16; Darkvision
HP 615; Bloodied 307
Regeneration 10
AC 28; Fortitude 28, Reflex 28, Will 29
Immune pertrification, polymorph
Saving Throws +5 (+8 against fear effects, and against conditions that hinder movement)
Speed 4, fly 8 (hover)
Action Points 2
(⚔) Claw (standard, at-will)
Reach 2; +16 vs AC; 1d6+5 damage.
(➶) Adaptive Blue Bolt (standard, at-will) ✦ Force
Ranged 20; +16 vs Reflex; 1d6+7 force damage, and ongoing 5 variable damage. The ongoing damage is a type to which the target is most vulnerable (sharn's choice; the damage type doesn't change once chosen). If the target has no vulnerability, the ongoing damage is force.
➶ Hex Portal (minor; sustain minor, at-will) ✦ Conjuration
Ranged 5; the sharn creates a hexogonal window of blue light that it can attack through as if it were in that portal's space. As a minor action, it can move one portal up to 4 squares. Portals don't block line of sight, line of effect, or enemy movement. A sharn can maintain up to three such portals at a time with a single minor action; it can close as many as it wishes with a free action.
➶ Leaping Plaguefire (standard, recharge ⚄⚅) ✦ Fire, Force
+17 vs Fortitude; 2d6+7 fire and force damage. Secondary Targets: +17 vs. Reflex; 1d6+7 fire and force damage, and the target is dazed (save ends).
Independent Action (standard; at-will)
The sharn makes two basic attacks (melee or ranged). If two different kinds of basic attacks hit the same target (such as a claw and a bite), that target is also dazed (save ends).
Second Wind (standard; encounter) ✦ Healing
The sharn spends a healing surge and heals 153 hit points. The sharn gains a +2 bonus to all defenses until the start of its next turn.
Double Actions (standard; encounter)
An sharn rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different consciousness. The sharn's ability to take immediate actions refreshes on each of its turns.
Independent Consciousness
the sharn automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
Threatening Reach (standard; encounter)
A sharn can make opportunity attacks against all enemies within its reach (2 squares), including through hex portals.
Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +16, Insight +10, Religion +16
Str 21 (+11) Dex 23 (+12) Wis 8 (+5)
Con 23 (+12) Int 21 (+11) Cha 24 (+13)
Revision (2/26/2009)
On the sharn's Alignment line, replace “Chaotic evil” with “Unaligned”.
Published in Forgotten Realms Campaign Guide, page(s) 266.