Harr
hulking were-shark looter who hurls strongboxes and swings a flanged mace
Harr — The Encounter
hulking were-shark looter who hurls strongboxes and swings a flanged mace · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Harr
Harr is the reef-corsairs' pack-mule and wrecking-ball both, a hulking were-shark strong enough to walk off a ship with the captain's chest under one arm. When the deck gets crowded he simply throws the cargo, scattering and flattening anyone clustered around the prize before the swarm pours in. His flanged mace, scavenged from a marine sergeant, puts the rest on their backs. Inchan values Harr for hauling the plunder after a raid, but in the boarding itself he is the warband's blunt instrument, breaking ranks with sheer weight while the faster sharks dart through the gaps he opens.
Run Harr in Sixty Seconds
- Throw the loot then Hurled Cargo scatters and prones a cluster.
- Keep them down then the mace knocks Large-or-smaller targets prone.
- Smell blood then Blood Frenzy gives advantage on the wounded.
- Heavy lifter then hoist a strongbox or a body one-handed for the next throw.
- Break the rank then flatten the formation and let the swarm pour in.
Harr
Medium monstrosity (shapechanger), chaotic evil
CR 6 · 2,300 XP · GUIDELINEBlood Frenzy. Harr has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Heavy Lifter. Harr counts as one size larger for carrying capacity and for the weight he can hurl. He can lift a Medium creature or a strongbox one-handed.
Amphibious. Harr can breathe air and water.
Actions
Multiattack. Harr makes one Flanged Mace attack and one Bite attack.
Flanged Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and a Large or smaller target must succeed on a DC 16 Strength save or be knocked prone.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Hurled Cargo (Recharge 5-6). Harr throws a strongbox or heavy object at a point within 20 feet. Each creature within 5 feet of that point must make a DC 16 Dexterity save, taking 21 (6d6) bludgeoning damage on a failure, or half as much on a success, and is knocked prone on a failure.
Harr hoists a looted strongbox overhead and pitches it into the defenders' ranks, then wades after it swinging a flanged mace.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Hurl a crate into the densest knot of defenders to scatter and prone them, then wade in with the mace to keep them down. Bite the bloodied. Breaks clusters for the pack, never solos.
Open with Hurled Cargo on the tightest group, knocking them prone, then mace the survivors to keep them on the floor while Blood Frenzy is live. Recharge the throw whenever foes re-cluster. He flattens ranks for the swarm.
Fight as the warband's wrecking-ball: throw cargo to scatter formations, mace key targets prone, and let the pack exploit the chaos. Keep the prone state up so casters lose footing. Relies on allies, never alone.
Put Harr on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Harr?
He is a CR 6 (2,300 XP) Tier 2 elite at his native numbers, with Tier 1 (~CR 2) and Tier 3 (~CR 11) stat lines included for scaling.
How does Harr fight alongside the rest of the Pirate Sharks?
He is the warband's wrecking-ball and porter. Harr throws looted cargo to scatter and prone clustered defenders, then maces them flat so the faster sharks dart through the gaps. He breaks formations for the pack and is never meant to fight alone.
How often can Harr throw cargo?
Hurled Cargo recharges on a 5-6, so roughly every other round, assuming he has something heavy at hand, which his Heavy Lifter trait usually guarantees.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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