Page 86 - Serpent Kingdoms
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MONSTERS
IN THE REALMS Sewerms are water snakes that have adapted to living in sewers
The “thin” or reed snake is native to the Pelleor’s Prairie, and swamps. They feed on warm blood in a fashion similar
which separates the Hill of Lost Souls, the Battle of Bones, to leeches.
and the Shaeridim. A sewerm has tan and brown scales in a reticulated pattern and
a mottled green underbelly. It can grow to a length of 8 feet.
Sewerm Sewerms are among the creatures that a spellcaster can take
as a normal (not improved) familiar. A sewerm familiar grants
Small Animal its master a +2 bonus on saving throws against effects that cause
Hit Dice: 2d8 (9 hp) pain (such as a symbol of pain).
Initiative: +3
Speed: 20 ft. (8 squares), climb 20 ft., swim 20 ft. COMBAT
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, fl at- Unless threatened, sewerms attack only warm-blooded creatures.
footed 14 A sewerm typically attaches to a victim’s limb (preferably one
Base Attack/Grapple: +1/+16 that extends underwater) with a bite attack, then wraps its body
Attack: Bite +5 melee (1d4+4) around the limb. Once so secured, it begins draining blood.
Full Attack: Bite +5 melee (1d4+4) Because of the anesthetic secretions a sewerm secretes from its
Space/Reach: 5 ft./5 ft. fangs and skin, most victims are unaware of its presence. The
Special Attacks: Attach, blood drain, poison creature can also coil itself up and spring out of the water to
Special Qualities: Low-light vision, scent strike a target that cannot be attacked below the water (such as
Saves: Fort +3, Ref +6, Will +1 a humanoid wearing hip boots).
Abilities: Str 17, Dex 17, Con 11, Int 2, Wis 12, Cha 2 Attach (Ex): If a sewerm hits with a bite attack, it latches
Skills: Balance +11, Climb +11, Hide +18, Jump +7, Listen +7, onto the opponent’s body and is effectively grappling its prey.
Illustration by Jim Pavelec Environment: Temperate marshes fi gured into the Base Attack/Grapple entry above).
The sewerm loses its Dexterity bonus to AC and has an AC of
Spot +7, Swim +11
B
Feats: Alertness, Weapon Finesse
14. A sewerm has a +16 racial bonus on grapple checks (already
Organization: Solitary
An attached sewerm can be struck with a weapon or grappled
itself. To remove an attached sewerm through grappling, the
Challenge Rating: 2
opponent must achieve a pin against it.
Treasure: None
Alignment: Always neutral
Blood Drain (Ex): A sewerm drains blood, dealing automatic
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
victim. Once it has dealt 30 points of damage, it detaches and
Level Adjustment: — bite damage in any round when it begins its turn attached to a
fl ees to digest the meal.
A dun-colored serpent moves slowly through the Poison (Ex): A sewerm’s “venom” is actually an anesthetic
swamp muck, its oversized fangs gleaming in the oil secreted through its skin and fangs. This oil pre-
moonlight. vents its target from feeling pain at the point of
Whipsnake, tree python, dung snake, sewerm, glacier snake, reed snake
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