Page 62 - Serpent Kingdoms
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SARRUKH
Pil’it’ith: Male sarrukh cleric 15 of Set; CR 36; Medium enthrall, spiritual weapon, zone of truth; 3rd—bestow curse,
monstrous humanoid; HD 14d8+84 plus 15d8+90; hp 304; Init contagion, cure serious wounds, deeper darkness, dispel magic,
+7; Spd 30 ft.; AC 38, touch 13, fl at-footed 35; Base Atk +18; invisibility purge, magic circle against good*; 4th—cure critical
Grp +23; Atk +28 melee (1d4+5, claw) or +28 melee (1d8+11/×3, wounds, poison (2), restoration, tongues, unholy blight*; 5th—com-
+4 brilliant energy unholy longspear) and +23 melee (1d4+2, bite); mune, dispel good*, mass cure light wounds (2), slay living, true
Full Atk +28 melee (1d4+5, 2 claws) and +23 melee (1d4+2, bite) seeing; 6th—create undead*, harm, heal, mass cure moderate
or +28/+23/+18/+13 melee (1d8+11/×3, +4 brilliant energy unholy wounds, word of recall; 7th—blasphemy*, mass cure serious
longspear) and +23 melee (1d4+2, bite); SA fear aura, manipulate wounds, repulsion; 8th—antimagic fi eld, unholy aura*.
form, poison, spell-like abilities; SQ darkvision 60 ft., immunity *Domain spell. Deity: Set. Domains: Evil (cast evil spells at
to fi re, spell resistance 20; AL LE; SV Fort +19, Ref +18, Will +1 caster level), Scalykind (rebuke/command lizards and snakes
+24; Str 20, Dex 17, Con 22, Int 30, Wis 23, Cha 22. 9/day).
Skills and Feats: Appraise +27, Bluff +29, Concentration +33, Possessions: +4 unholy brilliant energy longspear, breastplate
Craft (alchemy) +30, Decipher Script +27, Diplomacy +37, Heal of command, ring of spell turning, helm of telepathy, bead of
+37, Intimidate +27, Knowledge (arcana) +37, Knowledge (his- force, periapt of protection against poison, wings of fl ying.
tory) +37, Knowledge (religion) +37, Knowledge (the planes) +20,
Listen +20, Move Silently +20, Sense Motive +19, Spellcraft PIL’IT’ITH’S CONSORTS
+41, Spot +25; Alertness, Blind-Fight, Cleave, Combat Casting, A yuan-ti slave who pleases Pil’it’ith in life continues to serve
Dodge, Improved Initiative, Magical Aptitude, Persuasive, Power him in death as a dread wraith. Eight undead consorts currently
Attack, Skill Focus (Heal). haunt Pil’it’ith’s royal chambers. These yuan-ti abominations
Fear Aura (Su): As a free action, Pil’it’ith can create an aura look much like they did in life, except their forms are comprised
of fear in a 10-foot radius. This effect is otherwise identical with entirely of hateful darkness.
the fear spell (caster level 14th; save DC 23). A creature that Yuan-ti Dread Wraiths (8): CR 11; Large undead (incorpo-
succeeds on the save cannot be affected again by Pil’it’ith’s fear real); HD 16d12; hp 104 each; Init +13; Spd fl y 60 ft. (good);
aura for 24 hours. Other sarrukh are immune to this aura. AC 25, touch 25, fl at-footed 16; Base Atk +8; Grp —; Atk +16
Manipulate Form (Su): At will, Pil’it’ith can modify the melee (2d6 plus 1d8 Con, incorporeal touch); Full Atk +16
form of any Scaled One native to Toril, except for aquatic and melee (2d6 plus 1d8 Con, incorporeal touch); Space/Reach 10
undead creatures. With a successful touch attack, he can cause ft./10 ft.; SA Constitution drain, create spawn; SQ darkvision
one alteration of his choice in the target creature’s body. The 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
target falls unconscious for 2d4 rounds due to the shock of undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14,
changing form. A successful DC 23 Fortitude negates both the Will +14; Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24.
change and the unconsciousness. Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26,
Pil’it’ith may use this ability to change a minor aspect of the Knowledge (religion) +22, Listen +25, Search +22, Sense Motive
B
target creature, such as the shape of its head or the color of its +23, Spot +25, Survival +4 (+6 following tracks); Alertness, Blind-
B
scales. He may also choose to make a much more signifi cant Fight, Combat Refl exes, Dodge, Improved Initiative , Improved
alteration, such as converting limbs into tentacles, changing Natural Attack (incorporeal touch), Mobility, Spring Attack.
overall body shape (snake to humanoid, for example), or adding Constitution Drain (Su): Living creatures hit by a dread
or removing an appendage. Any ability score may be decreased to wraith’s incorporeal touch attack must succeed on a DC 25
a minimum of 1 or increased to a maximum equal to Pil’it’ith’s Fortitude save or take 1d8 points of Constitution drain. On each
corresponding score. Pil’it’ith may also grant the target an ex- successful attack, the dread wraith gains 5 temporary hit points.
traordinary ability or remove one from it. Create Spawn (Su): Any humanoid or monstrous humanoid
The change bestowed takes effect immediately and is perma- slain by a dread wraith becomes a wraith in 1d4 rounds. Spawn
nent. Furthermore, the alterations are automatically passed on serve the wraith that created them and remain enslaved until de-
to all the creature’s offspring when it breeds with another of its stroyed. They do not retain any of the abilities they had in life.
unmodifi ed kind. Daylight Powerlessness (Ex): Dread wraiths are utterly pow-
Poison (Ex): Bite, injury, Fortitude DC 23; initial and second- erless in natural sunlight (not merely a daylight spell) and fl ee
ary damage 1d6 temporary Con. from it.
Spell-Like Abilities: 3/day—disrupt undead, identify, invisibil- Lifesense (Su): A dread wraith notices and locates living crea-
ity, knock, magic missile, misdirection (DC 18), see invisibility, sleep tures within 60 feet, just as if it possessed the blindsight ability.
(DC 17); 2/day—confusion (DC 20), fi reball (DC 19), lightning It also senses the strength of their life force automatically, as if
bolt (DC 19), polymorph; 1/day—teleport (DC 21), wall of force. it had cast deathwatch.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/ Unnatural Aura (Su): Animals, whether wild or domesti-
1+1; save DC 16 + spell level): 0—cure minor wounds (2), cated, can sense the unnatural presence of a dread wraith at a
detect magic (2), mending, read magic; 1st—cure light wounds distance of 30 feet. They will not willingly approach nearer than
(2), deathwatch, detect good (2), doom (2), protection from good*; that and panic if forced to do so; they remain panicked as long
2nd—cure moderate wounds (2), darkness (2), desecrate*, as they are within that range.
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