Page 84 - Serpent Kingdoms
P. 84
MONSTERS
breaks any slow effect on the golem and heals 1 point of damage Base Attack/Grapple: +2/+5
for every 3 points of damage the attack would otherwise deal. Attack: Bite +5 melee (1d3+4)
If the amount of healing would cause the serpentfl esh golem to Full Attack: Bite +5 melee (1d3+4)
exceed its full normal hit points, it gains any excess as temporary Space/Reach: 5 ft./5 ft.
hit points. For example, a serpentfl esh golem hit by a lightning Special Attacks: Constrict 1d3+4, improved grab
bolt heals 3 points of damage if the attack would have dealt 11 Special Qualities: Environmental adaptation, fast healing 1,
points of damage. It gets no saving throw against attacks that immunity to disease, low-light vision, scent
deal electricity damage. Saves: Fort +4, Ref +6, Will +2
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Construction Skills: Balance +14, Climb +14, Hide +13, Listen +10, Spot +10,
Swim +11
B
The parts for a serpentfl esh golem must all come from normal Feats: Alertness, Multigrab , Toughness
scaly corpses that have not decayed signifi cantly. At least one Environment: Temperate aquatic
body is needed per desired limb, plus one for the torso and one Organization: Solitary
for the brain. Special unguents and bindings worth 500 gp are Challenge Rating: 2
also required. Each additional arm beyond two raises the cost Treasure: None
by 5,000 gp and 100 XP. Creating a serpentfl esh golem requires Alignment: Always neutral
casting a spell with the evil descriptor. Advancement: —
Assembling the body requires a DC 13 Craft (leatherwork- Level Adjustment: —
ing) check or a DC 13 Heal check.
CL 8th; Craft Construct (see page 303 in the Monster A brown, unpleasant-looking snake clad in a layer of slime
Manual), animate dead, bull’s strength, geas/quest, limited wish, rests atop a dung heap, its tongue fl icking in and out.
caster must be at least 8th level; Price 20,000 gp; Cost 10,500
gp + 780 XP (or more, see above). Dung snakes thrive amid muck and decay. In cold conditions,
they burrow deep into compost piles, cesspools, and similar
In the Realms sources of warmth, emerging only when disturbed or when
warm weather returns. This habit gives dung snakes a fearsome
Much less common than fl esh golems, serpentfl esh golems folk reputation.
almost always serve evil masters as guardians. The yuan-ti, the A dung snake is a water-dwelling constrictor snake with
sarrukh, and other serpent races consider them perversions and brown scales. It exudes a slimy, odoriferous substance that gives
almost never use them. Anyone creating a serpentfl esh golem is its body a sheen.
likely to be attacked by other serpent races when the creature’s Dung snakes are among the creatures that a spellcaster can
existence is discovered. take as a normal (not improved) familiar. A dung snake familiar
grants its master a +2 bonus on saving throws against disease.
Snakes
COMBAT
The Serpent Kingdoms are home to a wide variety of snakes, The dung snake kills by holding its prey underwater while con-
some of which are seen only rarely. stricting.
Skills: A snake has a +4 racial bonus on Hide, Listen, Constrict (Ex): On a successful grapple check, a dung snake
and Spot checks and a +8 racial bonus on Balance and Climb deals 1d3+4 points of damage.
checks. Improved Grab (Ex): To use this ability, a dung snake must
A snake can always choose to take 10 on a Climb check, even hit with its bite attack. It can then attempt to start a grapple as
if rushed or threatened. a free action without provoking an attack of opportunity. If it
A snake uses either its Strength modifi er or its Dexterity wins the grapple check, it establishes a hold and can constrict.
modifi er for Climb checks, whichever is higher. Environmental Adaptation (Ex): Dung snakes can exude a
protective slime around themselves, protecting them from non-
Dung Snake lethal cold damage.
Skills: In addition to the racial skill bonuses noted for all
Medium Animal snakes above, a dung snake has a +8 racial bonus on any Swim
Hit Dice: 3d8+6 (19 hp) check to perform some special action or avoid a hazard. It can
Initiative: +3 always choose to take 10 on a Swim check, even if distracted or
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. endangered. It can use the run action while swimming, provided
Armor Class: 15 (+3 Dex, +2 natural), touch 13, fl at-footed 12 it swims in a straight line.
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