Tag Archives: shark

Shark, Three Headed

Shark, 3-Headed, 3-Versions

Inspired by cinema…

Pathfinder Version

Three Headed Shark

The sight of a great white’s fin breaking the water is fearsome enough, but then the creature’s three heads appear briefly above the surface, turning this way and that in ceaseless rage…

Three Headed Shark CR 13
N Huge magical beast (aquatic)
Init +1; Senses darkvision 60 ft., keen scent, low-light vision; Perception +14


AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, -2 size)
hp 189 (18d10+90)
Fort +17, Ref +12, Will +10
DR 5/magic; Immune fear


Speed 10 ft., swim 40 ft.
Melee 3 bites +25 (1d12+8/19-20/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 jaws, 2d8+12)


Str 26, Dex 12, Con 18, Int 2, Wis 14, Cha 10
Base Atk +18; CMB +28; CMD 39 (can’t be tripped)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Great Fortitude, Improved Critical (bite), Iron Will, Power Attack, Toughness, Weapon Focus (bite)
Skills Acrobatics +5 (-3 to jump), Intimidate +6, Perception +14, Swim +21
SQ devouring bite, ferocity, hero points, land survival, leaping bite, regenerate head

Special Abilities

Devouring Bite (Ex) The three-headed shark ignores half the hardness of any material it attempts to bite through. It can easily tear through the wooden hull of a warship, the stone walls of a seaside fortress, or even the iron plates of a gnomish submersible.
Ferocity (Ex) Fights without penalty even while disabled or dying.
Keen Scent (Ex) The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
Land Survival (Ex) The three-headed shark can survive for up to 10 minutes outside of water before it begins to take damage.
Leaping Bite (Ex) If it starts its turn in the water, the three-headed shark can leap up to 40 feet horizontally and 20 vertically as a full-round action, and can make a single bite attack at the end of the leap.
Regenerate Head (Ex) A sunder attack with a slashing weapon that does damage equal to 1 1/2 times the three-headed shark’s hit dice will remove one of its heads, depriving it of a bite attack… momentarily. In 1d4 rounds, three new, smaller, heads will appear in place of the missing head. These heads have a reach of 5′ and attack as secondary natural weapons (-5 to the normal head attack bonus), doing 1d8+4 damage.


Environment any ocean
Organization solitary or pair
Treasure standard (in stomach)

Three-headed sharks are spawned in regions with large amounts of magical pollution — the bay of a city with a large alchemist’s guild, the site of a sea battle with many spellcasters involved, or near planar rifts. They are vicious creatures which attack without provocation or even hunger… they will tear prey to pieces and then leave the remains behind. A common tactic is to come up beneath a boat and tear the hull to shreds, then feast on the sailors trapped in the rapidly-sinking remains.

Terrifyingly, some sahuagin have found ways to tame and ride these monstrosities. Only their most elite, particularly rangers and druids, can master these nightmare creatures. When seen, it is usually at the forefront of a massive army.

Most three-headed sharks are mutations of great whites, but other species, primarily hammerheads and makos, have been spotted. Rumors of a mythic three-headed shark the size of a megalodon remain, thankfully, only rumors.

Design Notes

Done with the help of Hero Labs, so blame them for math errors. The damage is high for its CR, but it’s supposed to be. As with a lot of mid-level and up creatures in Pathfinder, you run a real risk of the encounter being nerfed by a failed Will save (less risk with Reflex or Fortitude, though it’s always there.) GMs might want to add “+4 vs. mind-affecting effects”. I left that out of the “official” version because my “Gygaxian naturalism” opposed it, but if you use this thing, it’s your campaign, run it your way!

Please note: The bites have a x3 critical multiplier.

Please also note: I created the charcharodoom about 12 years ago, long before this movie, or the prequel (Two Headed Shark Attack, of course!) came out.

There's two kinds of people who see things like this in their heads: Game designers and serial killers. I'm the kind that pays less. Hint: It's the first one.

There’s two kinds of people who see things like this in their heads: Game designers and serial killers. I’m the kind that pays less. Hint: It’s the first one.

Arduinish Version

SHARK, THREE-HEADED This thing makes Jaws look like a goldfish! HD 10+2 to 15+2, AC 2+2 to 2+4. Number 1-3. Speed 18 water, 2 ground. %liar too stupid to. ATTACKS 3 bites 3d8+8 each, teeth act like sword of sharpness. Looks: 30′ long great White Shark with three heads! Sense of smell can detect any living thing in 184 feet or twice that if bleeding, doesn’t need light to attack. If a head is cut off, three smaller heads appear in 1d4 rounds, each attacks as if 4 HD less and does 1/2 damage. Can leap out of water for up to 40 feet (20 feet up) and then bite. Survives out of water for up to 10 mins. before starting to “drown”. 100% immune to fear, charm, etc., they live only to EAT and EAT and EAT. Sometimes tamed by EVIL mermen as riding beasts. Oh, and they have the “steel bite” that chews through anything less hard than adamantine (up to 6″ thick per round).

(Does anyone know enough CSS to tell me how to tighten the space for the monospaced font?)

Design Notes

Design? Please, this is old school! Even the stat block format changed from monster to monster.. the order, format, and inclusion of any attribute was random. So I just went with what felt right. I tried to make sure I got all the most important things: AC, hit dice, and damage/attack.

AD&D Version

MOVE: 2″//24″
HIT DICE: 14-16
% IN LAIR: 25%
TREASURE TYPE: Q (in stomach)
SPECIAL ATTACKS: Rending and see below
Attack/Defense Modes: nil

Three-headed sharks are thankfully rare mutations that sometimes appear in areas with magical pollution, such as runoff from an alchemist’s lab. They can attack up to three targets per round, but if they hit one target with two or more bites, they will rend it (like an ape) for an additional 2-16 points of damage.

If they are in water, they can leap out of it up to 4″ and make a single bite attack when they land. They can survive up to 10 minutes in air before suffering any ill effects, are immune to fear, and can chew through non-magical material at 1″/round.

If a “20” is rolled when attacking with a two-handed bladed weapon, a head will be severed. In 1d4 rounds, three tiny heads will regenerate. Each attacks as a creature with 4 fewer hit dice and does 1d6 points of damage. These heads do not regenerate.

They normally look like great white sharks of the largest size, with three heads. Representatives of other species, such as makos or hammerheads, have been reported. Fearful sailors have claimed that in the deepest ocean, a three-headed megalodon exists, but this is surely nonsense.

Design Notes

AD&D hints at a strict formality of design, with a clean and consistent layout… but it’s mostly an illusion. Hit dice, damage, special abilities, etc., were all assigned in a “whatever seems to work” fashion, and many creatures had “one off” mechanics… only apes have the “rending” power, for instance. I used sharks and bulettes as my main guideposts for setting the numbers, but I mostly just winged it.

Bestial Helms

Just a bunch of magic helmets for Fourth Edition Dungeons & Dragons along the basic theme of “Dude, they look like animal heads”. Because my campaign is set in a world where the only mammalian life forms are the major races who came fleeing a world-ending catastrophe a few hundred thousand years ago, and a few demon-created species like gnolls and minotaurs (blame the Eladrin for summoning said demons and their minions), these have a strong reptilian bent to them.

All of the bestial helms are shaped like the heads of various animal species, with a focus more on style and appearance than on actual functionality. Only the enchantments worked into them allow these helms to be truly useful in combat, as opposed to purely ceremonial, situations. The magic of these helms draws upon primal powers, so they can be made only by those with a primal class (including a multiclass feat, etc). If the crafter has recently (within 24 hours) slain a member of the species which is captured in the helm, and done so in single combat in a fair fight (not against a chained, drugged, or weakened animal), then the cost in residuum to perform the ritual is reduced by 10%. The body of the beast must be used during the ritual to gain this effect; it is consumed in the process.

Helm Of The Greenstripe Scytheclaw

Scytheclaws are the most common predators on the planet, with dozens of species. Greenstripes are found primarily in the fertile flatlands of central Karathakos, and are known, as one might guess, for their pattern of rippling green stripes that serve as effective camouflage when stalking through the reeds and grasses of the plains. They are legendary for two things… their silent, careful, stalking and their deadly pounce. This helm reflects both aspects of their nature. It is usually made of dark iron, pitted and worn, and decorated with stripes of jade, tourmaline, or malachite. Emeralds or rare green pearls form the eyes.

Greenstripe Helm

Level 6 Uncommon 1,800 gp

Item Slot: Head

Property: Gain a +2 item bonus to Stealth checks, or a +4 item bonus when moving through jungles, swamps, or similar environments.

Power (Encounter): Free action. Use this power when you charge an opponent who did not have line of sight to you when you began the charge. You gain a +2 bonus to attack and damage rolls, and, if the attack hits, the target also takes 5 ongoing damage and grants combat advantage to you (save ends both).

Helm Of The Skyshadow

Skyshadows are among the largest non-magical creatures which regularly take to the air. Featherless, they are adept gliders and can coast for longer periods of time between the occasional flap. They feed by swooping down on prey and snatching it up. The terrifying shriek they make as they grab their prey sends nearby creatures scurrying away.

This helm is usually constructed of high-quality leather from its namesake beast, ornamented with semi-precious gems. The hinged ‘beak’ of the helmet, still considerably shorter than the skyshadow’s own, is usually made of ivory bound with silver.

Skyshadow Helm

Level 9 Uncommon 4,200 gp

Item Slot: Head

Property: You do not need to make an Athletics check to jump any gap of 1 square or less.

Power (Daily): Free action. Use this power when you charge an opponent, at the start of the charge. Attack +12 vs. Will, Close Burst 2, centered on opponent. Target: All allies of the target of the charge. Hit: 1d6 thunder damage and push 1 square, using the target of the charge as the origin of the push effect.

Helm Of The Dawn Trumpeter

Hadrosaurs of many types are used as beasts of burden and food. Strong, herd oriented, and slow minded, many species have been domesticated, any wildness bred out of them over generations. There are plenty of wild kin left, though, and folk who live far from the wilderness and know only the domestic strains may be surprised at how fierce the untamed can be, forgetting that hadrosaurs must regularly fight off some of the most vicious predators of the land.

Dawn trumpeters are so-named because of the bellowing sounds made by males when the sun rises, calls to the herd to gather up and calls to their mates and children to come close. The helm of the dawn trumpeter features an ornate crest, decorated in patterns of silver and lapis lazuli, with heavy hide panels sewn over an iron framework.

Trumpeter Helm

Level 12 Uncommon 13,000 gp

Item Slot: Head

Property: You and all adjacent allies gain a +2 bonus to saving throws against fear effects.

Power (Encounter): Minor action. Close burst 5; all allies in burst. You may pull all allies 1 square.

Power (Daily): Move Action. Close Burst 5; targets allies. You may teleport any allies in the burst closer to you. They may be placed anywhere, so long as the total distance from you to them has been reduced (i.e, you can teleport an ally who was 4 squares to your left to a position 3 squares to your right.)

Helm Of The Megalodon

You may note that megalodons do not have some fake made up “native” name like skyshadow or scytheclaw. There is a very good reason for this. There is nothing I could come up with that’s cooler than megalodon! I mean, really. What else should I call it? “Giant Swimming Cuisinart That Noms You To Death”? (OK, actually, I think I did call it Teeth-That-Swim when I did GURPS Lands Out Of Time, but that doesn’t work well for a helmet name.)

Some people may also note that megalodons were Pliocene creatures, and that if I have no other Pliocene-era life on my world, I should not have megalodons, either. Some people can bite my shiny metal ass. All that matters when I do worldbuilding is if something is totally frakkin’ awesome, dude, and 100 foot long (To hell with all you dream-killing so-called “scientists” with your “math” and your “biology” and your “facts” and your “evidence” that says megalodons were only 60 feet or so. What’s more likely to be true? What we learn from rigorous study, careful analysis, application of proven techniques, and repeated experimentation and testing of theories, or what we really, really, wish the world would be?  The 96% of the human race that’s not atheist says the latter, and who’s going to say they’re wrong? Reality? Hah! Where was I? Oh yeah, megalodons) sharks are totally frakkin’ awesome. And in my world, some have crossbred with dragons, but that’s another post.

The megalodon helm is actually formed from teeth taken from the great shark, and to be used in the crafting of this helmet, they must be taken from a living specimen that has fed on sentient flesh within the past 24 hours. The lining of the helm is made from a megalodon’s skin (all the parts do not need to come from the same creature, though it’s fairly rare for it not to be the case) and additional structural support is provided by iron mined from nodes of ore floating in the elemental seas.

Megalodon Helm

Level 30 Rare 3,125,000 gp

Item Slot: Head

Property: You gain the aquatic keyword. Your swim speed is equal to your base speed +2.

Property: If underwater, any melee attacks you make against creatures without the aquatic keyword gain a +4 bonus, instead of the usual +2 bonus.

Property: You gain a +2 untyped bonus to attack rolls and damage rolls for melee attacks against bloodied targets.

Power (At-Will): Standard Action. Attack +35 vs. AC. Hit: 3d12+10 damage, and target takes ongoing 15 damage (save at -2 ends). A critical hit does an additional 6d12 damage.

Power (Encounter): Minor action. Until the end of your next turn, all of your melee attacks against bloodied targets ignore damage resistance.

Power (Daily): Free action. Use this power when you reduce a non-minion foe to 0 hit points with the helm’s at-will power. You may regain the use of an expended martial encounter attack power. If you use that power before the end of your next turn, you gain a +4 item bonus on attack and damage rolls with it.