Page 70 - Serpent Kingdoms
P. 70
MONSTERS
The war dragged on for centuries, and the demons were eventu- Lycanthrope,
ally recalled to the Barrens of Doom and Despair, leaving their
offspring, the lizard kings, to rule in their stead. Wereserpent
Only four out of ten lizardfolk tribes are ruled by lizard
kings today. Such tribes are highly aggressive, often warring A wereserpent is a humanoid or giant that can transform itself
with civilized settlements as well as other lizardfolk, though into a snake form and a hybrid snake-human form. Its bite can
they almost never battle other tribes under the control of lizard affl ict other humanoids or giants with this kind of lycanthropy.
kings. While lizardfolk are normally not evil, those tribes under Wereserpents prefer to bite and chew their prey rather than
the leadership of lizard kings are. swallowing creatures whole.
Wereserpent Wereserpent Wereserpent
Human Form Snake Form Hybrid Form
Medium Humanoid Medium Humanoid Medium Humanoid
(Human, Shapechanger) (Human, Shapechanger) (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 plus 3 (28 hp) 1d8+1 plus 3d8+6 plus 3 (28 hp) 1d8+1 plus 3d8+6 plus 3 (28 hp)
Initiative: +5 +8 +8
Speed: 20 ft. in breastplate (4 squares); 20 ft. (4 squares), climb 20 ft., 30 ft. (6 squares)
base speed 30 ft. swim 20 ft.
Armor Class: 18 (+1 Dex, +2 natural, +5 18 (+4 Dex, +4 natural), 18 (+4 Dex, +4 natural),
breastplate), touch 11, touch 14, fl at-footed 14 touch 14, fl at-footed 14
fl at-footed 17
Base Attack/Grapple: +3/+4 +3/+7 +3/+7
Attack: Glaive +4 melee (1d10+1/×3) Bite +7 melee (1d3+6) Claw + 7 melee (1d4+4) or
or composite longbow (+1 Str glaive +7 melee (1d10+6/×3)
bonus) +4 ranged (1d8+1/×3) or composite longbow (+1 Str
bonus) +7 ranged (1d8+1/×3)
Full Attack: Glaive +4 melee (1d10+1/×3) Bite +7 melee (1d3+6) 2 claws + 7 melee (1d4+4) and
or composite longbow (+1 Str bite +2 melee (1d3+2) or glaive
bonus) +4 ranged (1d8+1/×3) +7 melee or (1d10+6/×3) and
bite +2 melee (1d3+2)
composite longbow (+1 Str
bonus) +7 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft. (10 ft. with glaive) 5 ft./5 ft. 5 ft./5 ft. (10 ft. with glaive)
Special Attacks: — Constrict 1d3+6, curse of Constrict 1d3+6, curse of
lycanthropy, improved grab lycanthropy, improved grab
Special Qualities: Alternate form, low-light vision, Alternate form, damage reduction Alternate form, damage
scent, serpent empathy 10/silver, low-light vision, scent, reduction, 10/silver, low-light
serpent empathy vision, scent, serpent empathy
Saves: Fort +6, Ref +4, Will +1 Fort +7, Ref +7, Will +1 Fort +7, Ref +7, Will +1
Abilities: Str 13, Dex 12, Con 12, Str 19, Dex 18, Con 14, Str 19, Dex 18, Con 14,
Int 10, Wis 11, Cha 8 Int 10, Wis 11, Cha 8 Int 10, Wis 11, Cha 8
Skills: Balance +5, Climb +9, Handle Balance +12, Climb +16, Handle Balance +12, Climb +16,
Animal +3, Hide +2, Listen +10, Animal +3, Hide +9, Listen +10, Handle Animal +3, Hide +9,
Spot +10, Swim –3 Spot +10, Swim +16 Listen +10, Spot +10, Swim +16
Feats: Alertness, Combat Refl exes, Alertness, Combat Refl exes, Alertness, Combat Refl exes,
B
B
B
Improved Initiative, Iron Will , Improved Initiative, Iron Will , Improved Initiative, Iron Will ,
Toughness B Toughness B Toughness B
Environment: Warm forests Warm forests Warm forests
Organization: Solitary, pair, family (3–4) (same as human form) (same as human form)
Challenge Rating: 3 3 3
Treasure: Standard Standard Standard
Alignment: Usually chaotic evil Usually chaotic evil Usually chaotic evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3
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