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Statblock Sunday (Banlan Backlash!): Keun-Tal, Reanimate Wereshark

shark_dire__forrest_imelKeun-Tal wereshark (human form)     CR 8
XP 4,800
Reanimate human natural wereshark fighter 8
CE Medium humanoid (reanimate, shapechanger)
Init +3; Senses darkvision  60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 natural)
hp 86 (8d10+36)
Fort +6, Ref +5, Will +5 (+3 vs fear)
Defensive Abilities bravery +3
Immune Construct traits

OFFENSE
Speed 30 ft.
Melee +1 ranseur of shocking +16/+11 (2d4 + 4 + 1 plus 1d6 electricity damage)

TACTICS
Before Combat Keun-Tal retreats to the nearest body of water attempting to lure any combatants in after him before assuming his hybrid form.
During Combat Keun-Tal utilizes Power Attack with Vital Stike and Spring Attack in order to keep a safe distance from enemy combatants and always moves towards the nearest body of water.
Morale Keun-Tal flees to the nearest body of water once reduced to 40 hit points.

STATISTICS
Str 18, Dex 18, Con —, Int 12, Wis 16, Cha 12
Base Atk +8/+3; CMB +12; CMD +27
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur)
Skills Bluff +3 , Climb +6 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +7
Languages Common, Aquan
SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3-6)
Treasure NPC gear (+1 ranseur of shocking)

 

Keun-Tal wereshark (hybrid form)
CE Medium humanoid (reanimate, shapechanger)
Init +3; Senses blindsense 30ft, low-light vision, keen scent, Darkvision  60ft, Perception +6

DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural)
hp 86 (8d10+36)
Fort +6, Ref +5, Will +5 (+3 vs fear)
Defensive Abilities bravery +3 ; DR 10/silver
Immune Construct traits

OFFENSE
Speed 30 ft. swim 30 ft.
Melee +1 ranseur of shocking +17/+12 (2d4 + 5 + 1 plus 1d6 electricity damage) and bite +12 (1d8 + 5 plus curse of lycanthropy)

TACTICS
Before Combat If encountered in a large body of water connected to an ocean Keun-Tal appears along with 1d4 sharks with a maximum combined rating of CR 8 (for example, four regular sharks of CR 2 or two great white sharks CR 4, or any combination thereof)
During Combat Keun-Tal appears from the water, using Power Attack with Vital Strike and Spring Attack to deal damage before hiding beneath the waves once more.
Morale Keun-Tal is compelled to fight to the death while in hybrid form

STATISTICS
Str 20, Dex 18, Con —, Int 12, Wis 16, Cha 12
Base Atk +8/+3; CMB +13; CMD +28
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur)
Skills Bluff +3 , Climb +7 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +8
Languages Common, Aquan
SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), innately fragile, just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3-6)
Treasure NPC gear, (+1 ranseur of shocking)

SPECIAL ABILITIES
Not Truly Alive (Ex) Reanimates have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). Instead of a Constitution bonus to hp, reanimates gain a static 20 bonus hp. Reanimates are also immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not Truly Dead (Su) Reanimates minds are fragments of their once living bodies, held together by magic. This grants them a +4 bonus on all saving throws against mind-effects.
Innately Fragile (Ex) Reanimates cannot heal damage on their own, but can be repaired via exposure to certain effects. A mending spell cast on a reanimate heals 1d4 hp, but cannot repair a reanimate above half health. Cure spells function on a reanimate, but always heal the minimum amount. Reanimates can regain hp normally by spells such as make whole. They cannot benefit from fast healing or regeneration effects.
Tireless (Ex) Reanimates are not subject to fatigue, exhaustion, or nonlethal damage.
Just a Shell (Ex): Reanimates do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Once destroyed, they cannot be raised or resurrected, but they can be rebuilt by the same means that created them (this process is effectively the same as spells such as raise dead or resurrection, but requires specialized equipment not normally available outside Timean laboratories, worth at least 50,000 gp)
Limited Physical Exception (Ex) Reanimates do not sleep, but they do need to eat and breathe, though in limited capacity—though they can partake to gain benefits from these activities. For instance, reanimates can sleep in order to regain spells, but it is not required to survive or stay in good health. Reanimates gain a +4 bonus on all checks and save to hold their breath or resist starvation, and require only half as much food as normal living creatures.

 

The notorious pirate Keun-Tal is well known for his uncanny ability to slip in and out of any port unnoticed, which ultimately led to his career in smuggling. The Banlan Brotherhood saw great potential in Keun-Tal, and hired him to smuggle various artifacts between the coastal cities along the Timean coast. During a routine run his crew betrayed him, detonating the cargo and destroying his ship. Eventually Keun-Tal washed up on shore where his deceased body was found by the Banlan Brotherhood and after various surgeries, he was returned to life, though strangely different than before. He was neither dead nor alive but something in between, a synthesis of machinery and body parts—some of which were not his own. The important thing was that he could still transform.

 

Submitted by Jeremy Kleve.

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