Sharner Kobold Sharner Kobold


  Huge-Size Aberration (Extraplanar, Evil)
Hit Dice: 58d8+696 (1.160 hp)
Initiative: +5 (Dex)
Speed: 90 ft., climb 90 ft.
AC: 60 (+5 Dex, +27 natural, +20 deflection, -2 size) touch 30, flatfooted 55
Base Attack/Grapple: +59/+79
Attack: Claw +79 (4d8+20 +constitution drain/18-20) or energy ray +60 ranged touch (20d6 electricity)
Full Attack: 2 claws +77 (4d8+20 +constitution drain/18-20) melee or energy ray +60 ranged touch (20d6 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constitution drain, disease, energy ray, petrifying gaze, poison, rend, spell-like abilities, summon bebelith, web
Special Qualities: Abomination traits, cold aura, cold immunity, damnation, despair, fast healing 26, SR 52, damage reduction 15/epic, good and cold iron, negative energy aura, regeneration 20
Skills: Balance +66, Concentration +73, Diplomacy +83, Escape Artist +66, Hide +66, Intimidiate +83, Jump +81, Knowledge (arcana) +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +71, Move Silently +66, Search +72, Sense Motive +72, Spellcraft +72, Spot +71, Tumble +66, Use Magic Device +83
Feats: Combat Reflexes, Dark Speech* (BoVD), Improved Critical (claw), Iron Will, Multiattack (MM), Pain Mastery (SS), Quicken Spell-like Ability (horrid wilting) (MM), Toughness, Vile Natural Strike (BoVD)
Epic Feats: Armor Skin, Fast Healing (x2), Empower the Soul (GoH3), Emhanced Critical (claw), Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Will, Improved Spell Resistance, Spellcasting Harrier, Vile Deathstrike (EIC)
Saves: Fort +50, Ref +43, Will +48
Abilities: Str 51, Dex 20, Con 35, Int 32, Wis 31, Cha 54
Climate/Terrain: Any
Organization: Solitary + Pack
Challenge Rating: 38
Treasure: Standard
Alignment: Always neutral evil
Advancement: 59–70 HD (Huge); 71–110 HD (Gargantuan)

Shinga is the unholy alliance with the drow goddess of spiders and a lord of the abyss (probably Orcus).

She has the lower torso of a great spider with red glowing marks on her enormous swollen abdomen. Her upper body is that of an albino elf with red eyes (and a lot bigger of course). She has great long claws instead of hands and she speaks with a shrill maddening voice. She loves to torture a victim and is expirienced in prolonging the pain, sometimes for decades.

Shinga’s natural weapons are treated as epic and evil-aligned for the purpose of overcoming damage reduction.


  • Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
  • Cold Aura (Su): A 30-foot-radius spread cold aura surrounds Shinga. All creatures of the cold sub-type in the area are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura and are effectivly slowed.
  • Constitution Drain (Su): When Shinga hits a living opponent with an attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. Shinga heals 20 points of damage, or 40 points on a critical hit, whenever she drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 57). The DC is Charisma-based.
  • Damnation (Su): A 60-foot-radius spread vile aura spreads from Shinga. All undead in the field are commanded if they have less then 33 HD. Living creatures (other than Shinga or bebelith) in the aura are affected by Eternity of torture (BoVD), if they don`t succeed a Will saving throw (DC 52). The DC is Charisma-based.
  • Despair (Su): The mere sight of Shinga requires viewers to succeed at a Will saving throw (DC 57) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to Shinga’s despair ability for 24 hours. The DC is Charisma-based.
  • Disease (Su): A creature struck by a Shinga’s attack must succeed on a DC 47 Fortitude save or be infected with a vile disease known as Deathsong (BoVD) (incubation period 1 hour, damage 1d8 Str, 1d8 Dex, 1d8 Con). The save DC is Constitution-based.
  • Energy Blast (Ex): As a standard action, Shinga can emit a 60-foot ray of energy that deals 20d6 points of sonic damage to all creatures that fail a Reflex save (DC 32); those that succeed take half damage.
    The save DC is Constitution-based
  • Negative Energy Aura (Su): A 30-foot-radius spread negative energy aura spreads from Shinga. All undead in the field are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures (other than Shinga or bebelith) in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and rise as spectres under Shinga’s command 1 minute later).
  • Petrifying Gaze (Su): Turn to stone permanently, 90 feet, Fortitude DC 47 negates. The save DC is Charisma-based.
  • Poison (Ex): Injury, Fortitude DC 47, initial damage 3d6 Con, secondary damage 4d6 Con. Shinga’s venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
  • Spell-like Abilities (Sp): At will—Air walk, arcane sight, blasphemy, charm monster, creeping doom, darkbolt (BoVD), deeper darkness, desecrate, detect good, detect law, detect magic, detect thoughts, discern location, eyebite, insanity, greater dispelling, horrid wilting, mirror image, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of iron; 2/day— acid storm, chain lightning, destruction, disintegrate, finger of death, rapture of rupture (BoVD), trap the soul, maze; 1/day—damnation (epic spell), death by thorns (BoVD), earthquake, fire storm, freedom, meteor storm, storm of vengeance, time stop, wail of the banshee; 1/year—apocalypse from the sky (BoVD), enslave (epic spell), heretical infection (epic spell), rain of fire (epic spell). Caster level 40th, DC 32+spell level.
  • Summon Bebelith (Sp): Shinga can summon a bebelith up to six times per day.
  • Regeneration (Ex): Shinga takes normal damage from good weapons or sentient weapons (or otherwise living weapons).
  • Rend (Ex): If Shinga hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+30 points of damage.
  • Web (Ex): Shinga can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 90 feet, with a range increment of 30 feet. This attack is effective against targets of up to Colossal size. The web anchors the target in place, allowing no movement.
    An entangled creature can escape with a DC 47 Escape Artist check or burst the web with a DC 40 Strength check. The check DCs are Constitution-based. The web has 20 hit points and hardness 5. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

© André Himstedt