Sharg

A long, black hybrid between squid and shark, this creature sports a fanged snout, fluked rump and four flailing tentacles sprouting from its midriff.

Combat
The sharg spends most of its time hunting in the darkness beneath New Giustenal. If it senses intruders on the island where it lairs, or if it spots a vulnerable-looking dray barge, however, it strikes hard and fast. A favorite tactic is to snatch prey and drag them beneath the surface to drown. It will also grab hold of passing craft with two of its tentacles and attack the craft‘s occupants with the other two. It will also occasionally use two of its tentacles to rear itself up out of the water to strike at foes, but it can only hold this position for up to 4 rounds before the strain becomes too great.

A character with a slashing weapon can make a sunder attempt to sever a sharg‘s tentacles. Each has 10 hit points, and severing one deals 5 points of damage to the sharg. A sharg flees if it loses two or more tentacles; lost tentacles grow back in 1d10+10 days.

Description
The sharg is an alien predator from another world that was brought to Athas by Dregoth and released into the waters of the subterranean Blackjaw River. It has the forequarters of a great shark and the fluked rump of a giant squid, and its four tentacles are lined with hooked barbs.

The sharg lives and hunts in the subterranean network of channels and caverns that house the Blackjaw and its tributaries, hunting the other creatures that dwell there as well as those dray careless or unfortunate enough to cross its path.

Undeniable similarities with the squark of the Last Sea have led some to speculate that the squark must also therefore have originated elsewhere. Dregoth is surmised to have found (accidentally or otherwise) the original home world of the squark, and netted for himself the creature known as the sharg from there.

The sharg is 25 feet long, with tentacles 20 feet in length. It weighs 115 tons.