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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             620_96566_SerpentKing54-91.indd   83                                                               5/12/04, 3:33:03 PM
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