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Harr — Pirate Sharks token & 5e stat block by Clay Cyanide

Harr

Pirate Sharks

hulking were-shark looter who hurls strongboxes and swings a flanged mace

CR6
AC15
HP133
TypeMedium monstrosity (shapechanger)

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

Harr

Medium monstrosity (shapechanger), chaotic evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (padded vest over hide) HP 133 (14d8+70) Speed 30 ft., swim 40 ft.
STR20+5
DEX10+0
CON20+5
INT8-1
WIS11+0
CHA9-1
SavesStr +8, Con +8
SkillsAthletics +8, Intimidation +2
Resistbludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Sensesblindsight 30 ft., darkvision 60 ft., passive Perception 10
LanguagesCommon, Aquan

Blood 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.

Tier 1Levels 1-4 · GUIDELINE
AC13HP49 (7d8+18) To-hit+5Save DC12

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.

Tier 2Levels 5-10 · NATIVE
AC15HP133 (14d8+70) To-hit+8Save DC16

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.

Tier 3Levels 11-15 · GUIDELINE
AC17HP201 (21d8+105) To-hit+10Save DC17

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

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

Played Harr at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.