Sharn Hexshadow
Large aberrant magical beast
Level 19 Solo Skirmisher XP 12000
Initiative +17 Senses Perception +13
HP 682; Bloodied 341
Regeneration 10
AC 35; Fortitude 31, Reflex 31, Will 34
Immune petrification, polymorph
Saving Throws +5 (+8 against fear effects, and against conditions
that hinder movement)
Speed 4, fly 8 (hover)
Action Points 2
(⚔) Bite (minor 1/turn, at-will)
+24 vs AC; 2d4+6 damage.
(⚔) Claw (standard, at-will)
+24 vs AC; 3d6+6 damage, and the sharn shifts 2 squares after the attack.
➶ Lightning Ball (standard, at-will) ✦ Lightning
Ranged 5; two attacks, each against different targets; +22 vs Reflex; 2d10+6 lightning damage.
➶ Hex Portal (minor; sustain minor, at-will) ✦ Conjuration
Ranged 5; the sharn creates a hexagonal window of light that it can attack through as if it were in that portal's space. As a minor action, it can move one portal 4 squares. Portals don't block line of sight, line of effect, or enemy movement. A sharn can sustain 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.
Hex Step (move; when adjacent to a hex portal; at-will) ✦ Teleportation
The sharn teleports to any unoccupied square adjacent to a hex portal it created.
Independent Action (standard; at-will)
The sharn makes two melee basic attacks. If a bite and claw hit the same target, that target is also dazed (save ends).
Shadow Hex (minor; not usable when bloodied; encounter) ✦ Conjuration, Illusion
The sharn creates a shadowy illusion of itself, which occupies a space exactly as though it were the sharn hexshadow. The sharn and its illusion are considered to both be the same creature, sharing the same hit point pool and the same abilities, and each one takes one of the sharn's turns each round. When a sharn is bloodied, its illusion vanishes immediately.
Double Actions
A 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
A sharn automatically saves against the dazed and stunned conditions, and against charm effects that a save can end.
Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +18, Insight +12, Religion +18
Str 21 (+14) Dex 23 (+15) Wis 8 (+8)
Con 23 (+15) Int 21 (+14) Cha 24 (+16)
Published in Dragon Magazine 373, page(s) 61.