Page 153 - Serpent Kingdoms
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EQUIPMENT
(constrictor and viper versions), venomous python rods*, viper fang dagger thus deals quadruple damage on each successful hit,
daggers*, and viper rods. The following Art-crafted objects are or quintuple damage on a critical hit.
still almost exclusively associated with the Scaled Ones. Moderate evocation; CL 10th; Craft Magic Arms and
*See Magic of Faerûn. Armor; major creation, Price 32,302 gp; Weight 1 lb.
Scourge of Fangs: Favored by the yuan-ti and drow clerics of
Weapons Lolth, this +2 scourge has a handle made of adamantine and fi ve
serpentine constructs as lashes. The snakes are extensions of the
Scaled Ones can make use of a wide variety of magic weapons. wielder’s will that hiss and writhe in response to her thoughts and
A few, however, have developed magic weapons to meet their emotions. The weapon deals damage normally, and in addition, at
own particular needs. the wielder’s mental command, the serpents can attack as sepa-
rate and independent creatures, using the statistics below. If the
MAGIC WEAPON SPECIAL ABILITIES wielder chooses to attack only with the snakes, she can substitute
In addition to an enhancement bonus, a weapon can have one or her own base attack bonus for that of the snakes in their attacks.
more special abilities. A weapon with a special ability must have The enhancement bonus of the scourge ion already included in
at least a +1 enhancement bonus. the attack bonuses of the snakes in the statistics below.
Viper: Upon command, a viper weapon transforms its blade When a scourge of fangs is used with an attack action, only
or lash into a viper one size category smaller than the wielder one serpent lash can attack; when it is used with a full attack
for which it is sized. For example, the blade of a greatsword sized action, all fi ve can attack. If a good-aligned character tries to
for a Large character temporarily becomes a Medium viper, wield the scourge, the snakes attack the wielder instead of the
while the blade of a dagger sized for a Small character temporar- intended target.
ily becomes a Tiny viper. If a serpent lash is slain, it falls off the whip. The remaining
The wielder of a viper weapon uses his own attack bonus or heads continue to function normally until all are destroyed.
that of the viper, whichever is higher, when making an attack Serpent Lash (5): CR 1; Tiny construct; HD 2d10; hp 11; Init
with the transformed weapon. The damage dealt is always +3; Spd 0 ft., AC 17, touch 15, fl at-footed 14; Base Atk +1; Grp —;
equivalent to the base damage for the bite attack of the appro- Atk +8 melee (1d2–2 plus pain, bite); Full Atk +8 melee (1d2–2
priate kind of viper, plus the weapon’s enhancement bonus and plus pain, bite); Space/Reach 2-1/2 ft./0 ft.; SA pain; SQ construct
any other applicable modifi ers. A successful attack also delivers traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref
the viper’s poison. When thus transformed, viper weapons are +3, Will +0; Str 6, Dex 17, Con –, Int –, Wis 11, Cha 1.
always treated as piercing weapons. Skills and Feats: Hide +11; Weapon Finesse.
This ability can be applied up to three times to a scourge, with Pain (Su): Anyone hit by a serpent lash’s bite attack takes
each application converting one lash into a viper. When a viper a –4 penalty on attack rolls, skill checks, and ability checks for
scourge is used with an attack action, only one viper can attack; 2d4 rounds because of the wracking pain its venom produces. A
when it is used with a full attack action, all three can attack. successful DC 11 Fortitude save reduces the penalty to –2.
Only bladed weapons (including daggers and swords), scourges Construct Traits: A serpent lash has immunity to poison,
(see FORGOTTEN REALMS Campaign Setting), and whips can sleep effects, paralysis, stunning, disease, death effects, necro-
become viper weapons. (If this special ability is rolled randomly mancy effects, mind-infl uencing effects (charms, compulsions,
for an inappropriate weapon, reroll.) All weapons with this spe- phantasms, patterns, and morale effects), and any effect that
cial ability are emerald-green in hue and covered in scales. requires a Fortitude save unless it also works on objects or is
A typical bladed viper weapon is crafted with a ring-pommel harmless. It is not subject to critical hits, nonlethal damage, abil-
that allows the bearer to hang it from a belt, tie it to his wrist ity damage, ability drain, fatigue, exhaustion, or energy drain.
for use in mounted combat, or lower it on a cord through trap- Cannot heal damage, but can be repaired. Darkvision 60 ft. and
doors onto intruders below. (This last usage always employs the low-light vision.
viper’s attack bonus for attacks.) Moderate necromancy and transmutation; CL 11th; Craft
Moderate conjuration; CL 6th; Craft Magic Arms and Construct, Craft Wondrous Item, animate objects, bestow curse;
Armor, summon monster I (Small or smaller weapons), summon Price 32,000 gp; Weight 5 lb.
monster II (Medium weapons), or summon monster III (Larger Scourge of Tiamat: This +1 corrosive viper scourge is favored
or larger weapons); Price +1 bonus. by the Dark Scaled Ones (high priests of Tiamat) in the city of
Unthalass. The weapons date back to the height of Okoth, the an-
SPECIFIC WEAPONS cient sarrukh realm located in what is now southern Mulhorand.
The following specifi c weapons are usually preconstructed with Most of the existing scourges of Tiamat have been recovered
exactly the qualities described here. from the scattered remnants of that civilization.
Manyfang Dagger: This +1 dagger looks like a normal mas- In addition to its normal properties, each viper head of a
terwork dagger, but when it hits, three phantom blades briefl y scourge of Tiamat can spit its corrosive venom up to 30 feet as
whirl into existence around the main blade, stabbing and slicing a ranged attack. A target hit by this attack is affected by the
the same target, then winking into nothingness again. A many- poison of the viper and also takes 1d6 points of acid damage for
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