Page 81 - Serpent Kingdoms
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MONSTERS

                     Sarrukh                                              An individual sarrukh’s body may be either bipedal or snake-
                                                                       like. A snakelike sarrukh has a serpentine body and head, plus
                     (Progenitor Race)                                 two powerful arms that end in vicious claws. A bipedal sarrukh
                                                                       has a humanoid upper torso, head, arms, and legs with a snake-
                     Medium Monstrous Humanoid                         like lower torso. The gleaming red eyes of a sarrukh strike fear
                     Hit Dice: 14d8+70 (133 hp)                        into the hearts of all other Scaled Ones. Both variants share the
                     Initiative: +6                                    same statistics.
                     Speed: 30 ft. (6 squares)                            Sarrukh speak their own language, called Sarrukhar, which
                     Armor Class: 30 (+2 Dex, +18 natural), touch 12, fl at-footed   bears some similarities to Draconic. Any creature that speaks
                      28                                                                Draconic  can  make  a  DC  15  Intel-
                     Base Attack/Grapple: +14/+20                                       ligence  check  to  communicate  with  a
                     Attack: +3 trident +23 melee (1d8+12)                             sarrukh.  Failure  indicates  only  partial
                     Full Attack: +3 trident +23/+18/+13 melee (1d8+12)                 understanding.
                      and bite +15 melee (1d6+3 plus poison) or 2 claws
                      +20 melee (1d8+6) and bite +15 melee (1d6+3 plus             Combat
                      poison)
                     Space/Reach: 5 ft./5 ft.                                   Because of their slowly shrinking numbers, the sar-
                     Special Attacks: Fear aura, poison, manipu-                  rukh believe that the survival of each individual
                      late form, spell-like abilities                              is absolutely essential. This outlook causes them
                     Special Qualities: Darkvision 60 ft.,                         to avoid combat at all costs and surround them-
                      immunity  to  fi re,  spell  resis-                          selves with other scaled creatures that can fi ght
                      tance 20
                     Saves: Fort +9, Ref +11, Will                             creature that kills one makes enemies of them all.
                      +13                                                             When  fi ghting  is  unavoidable,  a  sarrukh’s
                     Abilities: Str 23, Dex 15, Con 20, Int 30,                      primary focus is always escape rather than
                                                                                         victory. It typically begins combat with
                      Wis 18, Cha 18                                          for them. Since not a single sarrukh is expendable, any  Illustration by Ralph Horsley
                     Skills: Appraise +27, Bluff +23, Concentra-                           a spell-like ability that deals damage
                      tion +22, Decipher Script +27, Diplomacy                               to a number of combatants simul-
                      +23, Disguise  +4 (+6 acting),  Heal +21,                              taneously—fi reball if the area is
                      Intimidate  +25,  Knowledge  (arcana)                                   relatively open, or lightning bolt
                      +27, Knowledge (history) +27, Knowl-                                    if its opponents are approaching
                      edge (religion) +27, Listen +6, Move                                  from a hallway or some other con-
                      Silently +19, Spot +21                                                fi ning area. It follows with a wall of
                     Feats: Alertness, Combat Expertise,                                 force to prevent opponents from reach-
                      Improved Initiative, Persuasive,                                ing it, then attempts to teleport away as soon
                      Power Attack                                                  as possible thereafter. If teleport isn’t an option,
                                                                 Sarrukh
                     Environment: Warm deserts                            a sarrukh may use polymorph to change into a small animal
                     Organization: Single, pair, or group (3–8)        and scurry away from the battle. Sarrukh enter melee combat
                     Challenge Rating: 21                              only if death appears to be unavoidable.
                     Treasure: Triple standard                            Fear Aura (Su): As a free action, a sarrukh can create an aura
                     Alignment: Always neutral evil                    of fear in a 10-foot radius. This effect is otherwise identical to
                     Advancement: By character class                   the fear spell (caster level 14th; save DC 21). A creature that
                     Level Adjustment: +8                              succeeds on the save cannot be affected again by that sarrukh’s
                                                                       fear aura for 24 hours. Other sarrukh are immune to this aura.
                      A snake with the upper torso of a human weaves in place,   The DC is Charisma-based.
                      its red eyes gleaming with menace. It clutches a trident in its   Poison (Ex): Bite, injury, Fortitude DC 22, initial and second-
                      clawed hands.                                    ary damage 1d6 Con.
                                                                          Manipulate Form (Su): At will, a sarrukh can modify the
                     The sarrukh constitute one of the fi ve original progenitor races   form of any Scaled One native to Toril, except for aquatic and
                     of Faerûn. In their three great empires, the sarrukh created a   undead creatures. With a successful touch attack, it can cause
                     plethora of scaly races, including the nagas, the yuan-ti, and   one alteration of its choice in the target creature’s body. The
                     the lizardfolk.                                   target falls unconscious for 2d4 rounds due to the shock of
                                                                       changing form. A successful DC 22 Fortitude save negates both




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             620_96566_SerpentKing54-91.indd   80                                                               5/12/04, 3:30:46 PM
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