Harrid Monster Class

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As soon as I saw the Nekharu faction from Crocodile Games, I knew I'd want to use them as "apprentice" versions of the harrid monster from Monte Cook's Diamond Throne setting for Arcana Unearthed (in fact, I picked up a Nekharu coven witch with dagger and a Nekharu coven witch with dagger and skull at Gen Con Indy 2004 just for this purpose). I thought about writing this up in a weakened form as an "apprentice harrid," then I realized it would be better to present them it a monster class a la Savage Species, with one class level for each of the harrid's HD or LA ... that way I could make any form of "teenage harrid" I wanted to suit any low-level adventure. This is the result, using the 3.5 ruleset (monsters get skill points per hit die like character classes do, feats every 3 levels, etc.).
The name "harrid" is used with permission from Monte Cook.

Here's a quick summary of the monster class rules.

Table XXX: Harrid
LevelHit DiceBase Attack BonusFort saveReflex SaveWill SaveSkill PointsCRMonster Class Abilities
11d8+1+0+2+221Feat, harrid racial features
22d8+2+0+3+321+2 Con, +2 Cha, SR 5, bite 1d6
1+2 Str, +2 Int, spell-like abilities (2/day--levitate, read mind, see invisibility, 1/day--sorcerous guise)
43d8+3+1+3+322Feat, +2 Str, +2 Cha, SR 10, magic drain (Fort save), poisoned weapons
2+2 Str, +2 Dex, spell-like abilities (2/day--whisper of madness)
64d8+4+1+4+423+2 Con, +2 Cha, SR 15
4+4 Int, magic drain (no save), spell-like abilities (1/day--empower spell, telepathy)

Harrid illustration by Kieran Yanner, from The Diamond Throne. Used with permission from Monte Cook.
Harrid Racial Features:

  • Size Medium.
  • Speed 30 ft.
  • +2 Dexterity, -2 Wisdom
  • Two claw attacks for 1d4 hit points of damage. These are a natural attacks.
  • Natural armor +2.
  • Darkvision.
  • Automatic Languages: Harrid.
  • Spell-like abilities: At will—analyze, detect magic, detect poison, read magic. The harrid's caster level for the spell-like abilities is equal to its monster class level +3.
  • Automatic language: Common.
  • Proficient in simple weapons.
  • Class Skills: Alchemy, Knowledge (ceremony), Knowledge (history), Knowledge (magic), Knowledge (runes), Sneak, Spellcraft, Spot.
  • After level 7 harrids gain skills according to their class and feats according to their HD.
    Spell Resistance (Su): At 2nd level, a harrid gains spell resistance 5. This increases to SR 10 at 4th level and SR 15 at 6th level.
    Bite: At 2nd level, a harrid gains a bite attack for 1d6 damage. This is a secondary attack to its claw attacks.
    Spell-Like Abilities: At 3rd, 5th, and 7th level, the harrid gains the ability to use the listed spell-like abilities.
    Magic Drain (Su): At 4th-level, the harrid develops the ability to use its magic drain ability, though in a weaker form than that of a mature specimen of its race. Instead of automatically working, the target creature or object gets a saving throw (Fortitude DC 10 + 1/2 harrid's HD + Charisma modifier) to resist the effect. At 7th level this ability fully matures and no longer gives the target a chance to resist.
    Poisoned Weapons (Ex): Once its magic drain ability develops, other harrids see the young one as nearing full maturity and teach it how to make the deadly poison all adult members of this race use. Thereafter the young harrid makes and uses the poison as a sign of superiority over its younger counterparts.