Page 82 - Serpent Kingdoms
P. 82

MONSTERS


                     the change and the unconsciousness. Sarrukh are immune to     Snake Torso: A snake torso replaces the subject’s previous
                     this effect.                                      torso, granting it the constrict and improved grab special attacks
                       A sarrukh may use this ability to change a minor aspect of   if it didn’t already have them. Its speed remains the same as it
                     the target creature, such as the shape of its head or the color of   was before the alteration.
                     its scales. It may also choose to make a much more signifi cant    Wings:  The subject sprouts feathery wings from its back.
                     alteration,  such  as  converting  limbs  into  tentacles,  changing   These appendages grant it the ability to fl y at its previous land
                     overall body shape (snake to humanoid, for example), or adding   speed with average maneuverability.
                     or removing an appendage. Any ability score may be decreased     Omnidirectional Eyes: The subject can move its eyes indepen-
                     to a minimum of 1 or increased to a maximum equal to the   dently from one another and visually process all the information
                     sarrukh’s corresponding score. A sarrukh may also grant the   so acquired. The creature gains a +4 bonus on Spot checks but
                     target an extraordinary, supernatural, or spell-like ability or   takes a –2 penalty to Charisma.
                     remove one from it.                                 Increase or Decrease Size: The subject’s size category changes
                       The change bestowed takes effect immediately and is perma-  by one step. All the usual bonuses or penalties for such a change
                     nent. Furthermore, the alterations are automatically passed on   apply normally (see page 291 in the  Monster Manual).
                     to all the creature’s offspring when it breeds with another of its     Spell-Like  Abilities: 3/day—disrupt  undead,  identify,
                     unmodifi ed kind.                                  invisibility, knock, magic missile, misdirection  (DC 16), see in-
                       Typical physical alterations that sarrukh often bestow with   visibility, sleep (DC 15); 2/day—confusion (DC 18), fi reball (DC
                     this ability include the following.               17), lightning bolt (DC 17), polymorph; 1/day—teleport (DC 19),
                       Arm: The touched creature sprouts a humanlike arm that   wall of force. Caster level 14th.
                     ends in a viciously clawed hand. The sarrukh may, at its option,
                     change an already existing appendage (such as a tentacle) into   In the Realms
                     an arm, or cause a new arm to sprout from a spot of its choice.
                     The creature can manipulate small items and wield weapons   The sarrukh were the overlords of the fi rst civilizations ever
                     with the new appendage as effectively as a normal human can   to rise in Toril. In cities both above- and belowground, they
                     with a hand. The creature also gains a claw attack as a natural   altered the lesser scaled races via breeding and magic to create
                     attack (base damage 1d8 for a Medium creature). The claw is a   numerous servitor races.
                     secondary attack if the subject already has a different primary     The many experiments that the sarrukh performed upon
                     attack, or primary otherwise.                     their fi nest creations, the yuan-ti, resulted in the wildly diver-
                       Leg: The touched creature sprouts a humanlike leg. The sar-  gent forms of that race. The lizardfolk and the other lesser races
                     rukh may, at its option, change an already existing appendage   were rarely the subjects of magical experimentation, though they
                     (such as a tentacle) into a leg, or cause a new leg to sprout from   performed the bulk of the hard labor.
                     a spot of its choice. A pair of such legs gives the creature the     Today, thousands of years after the fall of their mighty civi-
                     ability to walk upright, and four legs give it the ability to move   lizations, the sarrukh are all but extinct. The few that remain
                     like a quadruped. The creature loses any ability it previously had   spend much of their time in hibernation, but when they do
                     to constrict with its lower body. Its speed remains the same as it   interact with the outside world, they usually work to advance
                     was before the alteration unless it now has more than two legs.   the welfare of the creatures they created, which now thrive in
                     In that case, it moves at a speed typical for a quadruped of its   their stead.
                     size category.
                       Tentacles: The touched creature sprouts a tentacle. The sar-  Serpentflesh Golem
                     rukh may, at its option, change an already existing appendage
                     (such as an arm) into a tentacle, or cause a new tentacle to sprout   Large Construct
                     from a spot of its choice. The subject can now wield a melee   Hit Dice: 11d10 (90 hp)
                     weapon  in  each  tentacle  acquired.  Furthermore,  the  creature   Initiative: +2
                     gains a slam attack as a natural attack (base damage 1d8 for   Speed: 40 ft. (8 squares)
                     a Medium creature). The tentacle is a secondary attack if the   Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 11, fl at-
                     subject already has a different primary attack, or primary oth-  footed 19
                     erwise. The subject also acquires the improved grab special attack   Base Attack/Grapple: +8/+16
                     if it didn’t already have it.                     Attack: Slam +11 melee
                       Humanoid Torso: A humanoid torso replaces the subject’s   Full  Attack: 2 slams +11 melee (2d6+4) and bite  +6 melee
                     previous torso. The subject loses any special attack or special   (1d8+2 plus poison)
                     quality dependent on its previous torso (such as constrict or   Space/Reach: 10 ft./10 ft.
                     improved grab).                                   Special Attacks: Poison






                                                                     81








             620_96566_SerpentKing54-91.indd   81                                                               5/12/04, 3:32:39 PM
   77   78   79   80   81   82   83   84   85   86   87