Sharkwyrm (3.5e Monster)
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|Size/Type:||Gargantuan Dragon (Aquatic, Water)|
|Hit Dice:||20d12+140 (270 hp)|
|Speed:||5 ft, swim 80 ft|
|Armor Class:||27 (+1 dex, +20 natural, -4 size), touch 7, flat-footed 26|
|Attack:||Bite +28 melee (4d6+18 plus grab, 20/x2) or Tail Sweep +23 melee (4d8+6, 20/x2)|
|Full Attack:||Bite +28 melee (4d6+12 plus grab, 20/x2) and Tail Sweep +23 melee (4d8+6, 20/x2)|
|Space/Reach:||20 ft/15 ft (20 ft tail sweep)|
|Special Attacks:||Breath Weapon, Capsize, Improved Grab, SLAs, Swallow Whole, Tail Sweep|
|Special Qualities:||Blindsense, DR 5/epic, DR 10/magic, Immunities, Keen Scent, Lord of the Sea, Resist Cold/Fire 10, SR 25, Stormfin|
|Saves:||Fort +19, Ref +13, Will +19|
|Abilities:||Str 34, Dex 12, Con 24, Int 13, Wis 25, Cha 27|
|Skills:||Jump +55, Listen +32, Hide +12, Move Silently +24, Spot +32, Survival +30, Swim +43|
|Feats:||AlertnessB, Improved InitiativeB, Spring AttackB, Run, Power Attack, Cleave, Great Cleave, Improved Overrun, Improved Bull Rush, Combat Expertise|
|Organization:||Solitary (plus 1-10 Huge Sharks, 2-20 Large Sharks, and 3-30 Medium Sharks)|
|Alignment:||Usually True Neutral|
|Advancement:||By character class|
What one thought was a swarm of hungry sharks turned out to be only one. One very big, very toothy, very hungry multi-finned terror of the deep.
Dragons of the sea, the sharkwyrm is a rare sight borne from shark-kind and blessed with dragon blood, growing massive in size and intelligence until it forms a being that is not unlike a god of the seas. In fact, sharkwyrms usually consider themselves living gods. Their kin are all senseless animals, and they are apex predators of where-ever they roam. It is fortunate for sea-goers that most sharkwyrms are utterly disinterested in the going on of the surface dwellers, and woe be any who obtains its wroth for a sharkwyrm, in all its arrogance and ego, is not one to take a loss kindly. Seagoing civilizations are wise to treat it as the god it believes it is, as having the alliance of a sharkwyrm is a defense greater than any naval fleet.
Sharkwyrms are massive, easily 60 ft long with a bite that can crush cars. It is covered in fins, mottled scales, and eyes that shine with a strange and alien intellect. They speak Draconic and Aquan, but due to their tongues ability they can communicate to whoever they see fit.
Massive terrors of the sea, to fight one is to fight on its terms. It usually prepares the battlefield to its liking with Control Weather and Constant Lightning, then uses its superior mobility to leap up, bite and swallow a victim, and dive back under the waves in one motion until all targets are dead. Woe be those who fight it underwater, where its breath weapon gains new effects and its lightning continues unabated. For all of its magical tricks, it is rather straight forward with its attacks and has plenty of allies if it needs to in a pinch. The best way to disable one is to somehow remove it from its element, for its flight is false and temporary.
Blindsense (Ex): A sharkwyrm can locate creatures underwater within a 90-foot radius. This ability works only when the sharkwyrm is underwater.
Breath Weapon (Su): The sharkwyrm can release a titanic roar, something sharks are not usually known to do. This deals 10d4 points of sonic damage in a 180 ft line, with a Fortitude save for half. It can use this once every 1d4 rounds. If done to a target underwater, it carries a free bull rush attempt which may throw the creature beyond its range.
Capsize (Ex): Sharkwyrms are especially dangerous to boats. A sharkwyrm can makes a bull rush attempt against a boat or other aquatic vehicle, with a DC of 10 + the boat's size + the appropriate skill check of any pilot for the vehicle. If the sharkwyrm succeeds, it has turned the boat on its back, which may cause the vehicle to sink. Even if it fails, so long as it was within 10 points of the DC the ship is rocked violently as if in an earthquake for 1 round, provoking DC 20 Balance checks, and forcing Concentration checks as needed. The sharkwyrm may attempt to capsize one vehicle in its path or as the target of its attack as part of a charge, double move, or run action.
Immunities (Ex): Sharkwyrms are immune to electricity, paralysis, and sleep.
Improved Grab (Ex): To use this ability, a sharkwyrm must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Keen Scent (Ex): A sharkwyrm can notice creatures by scent in a 1800-foot radius and detect blood in the water at ranges of up to 10 miles.
Lord of the Sea (Su): The sharkwyrm has a dominating presence over the oceanic life around it, especially around sharks. It has telepathy with all sharks out to 1 mile, and all aquatic life of Int 2 or less (excluding animal companions and familiars) within 1000 ft must make a DC 28 Will save or become unable to attack the sharkwyrm as long as they remain in the area or until attacked by the sharkwyrm. If the creature is a shark, they fall under its direct command as if under dominate monster as long as it remains in range, including suicidal commands. While it cannot control sapient creatures this way, intelligent creatures with the [Aquatic] or [Water] subtypes treat this as a dragon's frightful presence, causing creatures to become frightened for 3d6 rounds and shaken for as long as they remain in the aura on a failed save. The sharkwyrm can trigger its aura and exclude creatures as a non-action.
Spell-Like Abilities (Sp): At will-constant lightning (DC 24), control weather, quench, tongues (self only), water breathing; 3/day-control water, lightning bolt (DC 21); 1/day-animal growth, chain lightning (DC 24), commune with nature, greater dispel magic, nightmare (DC 23); 1/month-discern location. The saving throws are Charisma based, caster level 20th.
Stormfin (Su): Whenever a sharkwyrm is in an area of liquid precipitation (such as a rainstorm) it is capable of both breathing and swimming through the air as if it were water, and counts the air as water for the purpose of its abilities. Treat its swim speed as a fly speed (perfect). However, it can only maintain flight for 1 round, after which it drifts towards the surface at 60 ft a round and cannot fly again until it touches water again. It can maneuver itself normally while descending, so sometimes the sharkwyrm jumps or flies very high to stay airborne. The sharkwyrm shares its stormfin ability with any allies sharks it has in its dominion.
Swallow Whole (Ex): A sharkwyrm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d6+12 points of bludgeoning damage and 12 points of acid damage per round from the sharkwyrm's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the stomach (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan sharkwyrm's stomach can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 128 Diminutive or smaller opponents.
Tail Sweep (Ex): A sharkwyrm's tail sweep attack swings over a wide area. The tail sweep is a secondary natural attack that has the range of a tall creature (20 ft). It affects four contiguous squares within its threatened reach in a single attack.
Skills: A sharkwyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.