# Sharn >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >hooves: 1d6 (×2) > >handaxe: 1d8 (×3) > >Melee/Ranged: +5/+7 > >Secondary: +0/+2 > >Multiattack: +3/+5 > >M/R_PA: +5/+7 > >2nd/PA: +0/+2 > >MA_PA: +3/+5 > >Itterative: 1 > > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +3; StrPA2H: +4; StrPAOH: +1 > > xDCs:: Str: 15; Dex: 17; Con: 17; Int: 16; Wis: 16; Cha: 17 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/4 (4) <div class="grid-container"><div class="MON">Sharn</div> <div class="CR">CR 8 (4,800 XP)</div> <div class="SOU">Monster Compendium: Monsters of Faerûn</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Large Aberration **Init** +5 **Senses** darkvision 60 ft.; **Perception** +11 #### defense **AC** 19, 14 touch, 14 flat-footed (+5 Dex, +5 natural, -1 size) **hp** 36 (4d8+20); regeneration 2 (lawful weapons, lawful spells) **Fort** +6, **Refl** +6, **Will** +8 **Feint** 18, **Demoralize** 18 **DR** 10/cold iron; **SR** 19 #### offense **Speed** 10 ft., fly 40 ft. (average) **Melee** 2 hooves +18 (1d6+5) or 6 handaxe +5 (1d8+3/x3) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** archetypal shape, evasion, feats, fixed shape, haste, hex portals Sorcerer Spells Known (CL 7th, Concentration +12) > 0 (at-will)— 0 > 1st (8/Day)— 1 > 2nd (7/Day)— 2 > 3rd (5/Day)— 3 Oracle Spells Known (CL 7th, Concentration +12) > 0 (at-will)— 0 > 1st (8/Day)— 1 > 2nd (7/Day)— 2 > 3rd (5/Day)— 3 #### statistics **Str** 16, **Dex** 20, **Con** 20, **Int** 18, **Wis** 18, **Cha** 20 **BAB** +3, **CMB** +7, **CMD** 22, **TA** +5, **RTA** +7 **Feats** [[Combat Reflexes]], [[Multiattack]] **Skills** Bluff +9, Diplomacy +9, Escape Artist +12, Fly +10, Knowledge (dungeoneering) +8, Perception +11, Sense Motive +8, Spellcraft +11 **Languages** #### special abilities ### Archetypal Shape (Ex) No polymorph effect can replicate a sharn's shape, or anything approximating it. Any attempt to disguise a creature as a sharn through mundane or magical means automaticaly fails. ### Evasion (Ex) Sharns have the evasion ability of a 1st-level monk, taking no damage on a successful Reflex save against an attack that normally deals half-damage on a successful save. ### Feats (Ex) Sharns gain Multidexterity and Multiweapon Fighting as bonus feats. ### Fixed Shape (Ex) Shams cannot polymorph themselves, shapechange themselves, or be changed in shape by others. ### Haste (Ex) Sharns always act as if they were affected by the haste spell. ### Hex Portals (Su) A sharn can maintain up to three miniature portals - ethereal windows - through which it can see, cast spells, and even launch a melee attack. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter. As a full-round action, the sharn can form one to three of the portals anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move independently up to 20 feet per round as a free action before the sharn takes its regular action (not the partial action it gets for being hasted). The hex portals do not block movement, line of sight, or missile fire. A character can occupy the same space as a sharn portal with no adverse effect other than proximity to the sharn's touch and attacks. A sham can cause one or more portals to disappear on its action, as a free action, but will not be able to form a new portal until it uses a standard action to create hex portals. 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.