Page 65 - Serpent Kingdoms
P. 65
MONSTERS
Combat they often leave forests by night to attack nearby penned herds
of livestock.
Deathcoils are aggressive, relentless hunters. Those that live near
Certain pieces of furniture owned by Calishite satraps (and
water often drag their prey underwater to drown it. They usually
royalty across Faerûn) are covered in deathcoils skin, which re-
save their breath weapons for defense against numerous foes, or
tains its supple sheen for centuries—though its scales are both
to slay formidable opponents.
hard and slippery. Deathcoils blood is a secret ingredient of the
Deathcoils have the intelligence to plan ambushes, and they
yuan-ti osssra (see Chapter 10) known as duthlah’hass.
often collect treasure from victims and scatter it near a cave or
a good ambush area to lure prey off a trail. They have also been
known to drive animals into ravines and over precipices, then Dinosaur
leave their broken bodies for later feasting while they hunt
Dinosaurs, or terrible lizards, are ancient
other creatures.
reptilian beasts that may be related to dragons.
Constrict (Ex): On a successful grapple check, a
Among the traits that the typical preda-
deathcoils deals 1d8+10 points of damage.
tory dinosaur shares with many dragons
Improved Grab (Ex): To use this ability,
are sharp teeth, a savage disposition, a
a deathcoils must hit an opponent up to one
well-developed sense of territory, and a
size category larger than itself with its bite
ruthless drive to hunt. The herbivorous
attack. It can then attempt to start a
dinosaurs are not usually aggressive
grapple as a free action without pro-
unless wounded or defending their
voking an attack of opportunity. If
young, but may attack if startled
it wins the grapple check, it establishes
or harassed.
a hold and can constrict. A deathcoils
Dinosaurs most often live in
often drags grabbed prey underwater
rugged or isolated areas that
to drown (see page 304 in the
humanoids seldom visit: remote
Dungeon Master’s Guide).
mountain valleys, inaccessible
Poison Breath (Ex): Twice per day,
plateaus, tropical islands, and the
a deathcoils can breathe a 60-foot cone Illustration by Wayne England
densest jungles.
of poisonous gas (inhaled, Fortitude DC
16, initial damage sleep for 2d4 hours or
until damage is taken, secondary damage Ceratosaur
1d6 Con).
Huge Animal
Skills: A deathcoils gains a +4 racial
Hit Dice: 14d8+59 (122 hp)
bonus on Hide, Listen, and Spot checks
Initiative: +6
and a +8 racial bonus on Balance
Speed: 40 ft. (8 squares)
and Climb checks.
Armor Class: 15 (–2 size, +2 Dex,
A deathcoils can always choose
+5 natural), touch 10, fl at-footed 13
to take 10 on a Climb check, even Deathcoils Base Attack/Grapple: +10/+25
if rushed or threatened.
Attack: Bite +15 melee (4d8+10)
A deathcoils can use either its Strength or its Dexterity modi-
Full Attack: Bite +15 melee (4d8+10)
fi er for Climb checks, whichever is higher.
Space/Reach: 15 ft./10 ft.
A deathcoils has a +8 racial bonus on any Swim check to per-
Special Attacks: Rend 2d8+10
form some special action or avoid a hazard. It can always choose
Special Qualities: Low-light vision, scent
to take 10 on a Swim check, even if distracted or endangered. It
Saves: Fort +13, Ref +11, Will +6
can use the run action while swimming, provided it swims in a
Abilities: Str 24, Dex 14, Con 18, Int 2, Wis 15, Cha 10
straight line.
Skills: Listen +9, Move Silently +8, Spot +10
Feats: Alertness, Improved Initiative, Run, Toughness, Track
In the Realms Environment: Warm forests
Organization: Solitary or pair
Known in forests all over Faerûn, the deathcoils is a legend-
Challenge Rating: 7
ary foe. Tales credit it with more intelligence than it really
Treasure: None
possesses, but deathcoils have deliberately sunk boats on forest
Alignment: Always neutral
rivers and pinned them down with boulders so as to create a
Advancement: 15–28 HD (Huge), 29–42 HD (Gargantuan)
larder of drowned victims for later dining. They commonly
Level Adjustment: —
chase foes that have eluded or wounded them for miles, and
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