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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             620_96566_SerpentKing54-91.indd   85                                                               5/12/04, 3:33:19 PM
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