Page 65 - Serpent Kingdoms
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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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             620_96566_SerpentKing54-91.indd   64                                                               5/12/04, 3:24:13 PM
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