Page 72 - Serpent Kingdoms
P. 72

MONSTERS

                     meat, and they suffer no ill effects from ingesting fl esh tainted  In the Realms
                     with their own poison.
                                                                       Mlarrauns are most numerous in the open lands south of the
                       Mlarrauns are best known for their ability to assume a stone-
                                                                       Sea of Fallen Stars, but they have been carried elsewhere by
                     like form as a kind of torpor when targeted by spells or magical
                                                                       humans both as curiosities and for alchemical purposes. In ear-
                     effects. These “stone snakes” are often placed as traps by yuan-ti
                                                                       lier centuries, merchants often sold them as ornaments and even
                     and other Scaled Ones.
                                                                       toys, unaware that they could revive.
                       A mlarraun resembles a dark brown or black serpent with an
                                                                          A few clients have hired adventurers to capture stone snakes
                     arrowhead-shaped head.
                                                                       for use in traps against thieves or as deadly gifts for foes. Little
                                                                       use has been made of them for this purpose, however, since their
                     Combat                                            periods of torpor can vary considerably.
                     Though mlarrauns are quite effective at stalking           Muckdweller
                     their prey, they are neither cunning nor capable
                     of anticipating danger. Many are trampled by
                                                                                      Tiny Monstrous Humanoid
                     the hooves of beasts that are unaware of their
                                                                                       Hit Dice: 1/4 d8 (1 hp)
                     presence.
                                                                                         Initiative: +7
                       Poison (Ex): Bite or spit, injury or con-
                                                                                           Speed: 20 ft. (4 squares), swim 20 ft.
                     tact, Fortitude DC 11, initial damage
                                                                                             Armor Class: 18 (+2 size, +3 Dex,
                     blindness  2d6  hours,  secondary
                                                                                           +3 natural), touch 15, fl at-footed 15
                     damage blindness 4d6 hours and
                                                                                            Base Attack/Grapple: +0/–11
                     1d4 points of damage. The poison
                                                                                             Attack: Bite +5 melee (1d3–3)
                     need not touch the eyes  to cause                                    Space/Reach: 2-1/2 ft./ 0 ft.
                                                                                            Full Attack: Bite +5 melee (1d3–3)
                   Illustration by Jim Pavelec  magical  effect  that  specifi cally   Abilities: Str 4, Dex 16, Con 10, Int 10,
                       blindness.
                       Stone  Torpor  (Su):  Any  spell  or
                                                                                          Special Attacks: Squirt
                                                                                         Special Qualities: Darkvision 60 ft.
                     targets  a  mlarraun  causes  it  to
                                                                                       Saves: Fort +0, Ref +5, Will +1
                     instantly  lapse  into  a  torpor  that
                     lasts for 1d100 days. Its scales become hard
                     and gray, though its body remains fl exible. Contact
                                                                           Skills: Balance +5, Hide +13, Listen +1, Spot +1,
                                                                 Mlarraun
                     with magic weapons or other magic items that do not
                                                                          Swim +11 Wis 9, Cha 8
                     specifi cally target the mlarraun does not trigger this change.                    B
                                                                       Feats: Improved Initiative, Weapon Finesse
                       While in this state, the mlarraun can be posed by manually
                                                                       Environment: Temperate marshes
                     adjusting its body. Enterprising artisans and trap designers some-
                                                                       Organization: Solitary or pack (5–20)
                     times shape the creature into handles for chests, ornamental
                                                                       Challenge Rating: 1/4
                     “scrollwork,” and the like. Such adjustments do not wake the
                                                                       Treasure: Standard
                     mlarraun. In this form, the creature’s natural armor bonus rises
                                                                       Alignment: Usually lawful evil
                     to +10.
                                                                       Advancement: 1–2 HD (Tiny); 3 HD (Small)
                       Damage in excess of one-half its original hit points awakens
                                                                       Level Adjustment: +0
                     the mlarraun instantly, as does any spell that targets it. When
                     it awakens, naturally or by other means, it bites or spits poison
                                                                         A rustling in the marsh weeds briefl y reveals itself as a
                     at the nearest creature.
                                                                         bipedal creature that resembles an upright Gila monster. It
                       Skills: A mlarraun has a +4 racial bonus on Hide, Listen,
                                                                         waddles forward on partially webbed rear feet, then darts
                     and  Spot  checks  and  a  +8  racial  bonus  on  Balance  and
                                                                         back into the undergrowth, its mottled hide blending with
                     Climb checks.
                                                                         the grasses.
                       A mlarraun can always choose to take 10 on a Climb check,
                     even if rushed or threatened.
                                                                       Muckdwellers are bipedal amphibians that dwell in swamps,
                       A mlarraun uses either its Strength modifi er or its Dexterity
                                                                       marshes, and mud-bottomed bodies of still water. Many serve
                     modifi er for Climb checks, whichever is higher.
                                                                       kuo-toa or lizardfolk tribes, surviving on the periphery of such
                       A mlarraun has a +8 racial bonus on any Swim check to per-
                                                                       societies and venerating their gods.
                     form some special action or avoid a hazard. It can always choose
                                                                          Muckdwellers are omnivorous, but they prefer fresh, warm
                     to take 10 on a Swim check, even if distracted or endangered. It
                                                                       meat to plants, insects, and aquatic animals. They dwell below
                     can use the run action while swimming, provided it swims in a
                                                                       the water but maintain muddy, above-water areas for resting,
                     straight line.
                                                                       eating, and hoarding shiny objects. Though they are not tool
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             620_96566_SerpentKing54-91.indd   71                                                               5/12/04, 3:29:27 PM
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