Page 89 - Serpent Kingdoms
P. 89
MONSTERS
Resembling a lizardfolk but much Skills: The scales
more powerful, this scaled human- of a tren can
oid stands with a greatsword at change color, al-
the ready. lowing it to blend in with its
surroundings like a chameleon and
The yuan-ti created the powerful, conferring a +4 racial bonus on Hide
semi-aquatic trens by crossing lizard- checks. *In rocky or subterranean set-
folk with troglodytes. The results were tings, this bonus improves
stronger than typical specimens to +8.
from either race. Trens prefer
to live underground in envi-
ronments that are dark,
cold, and wet, often in In the Realms
the same settle-
Trens can be found in
ments with
a number of differ-
troglodytes.
ent locations. They are
A tren is
accepted in many trog-
a lizardlike creature about the
lodyte communities and
same height as a human. It has muscu-
treated as equals there, al-
lar limbs and walks erect, trailing a long,
though they almost never
slender tail behind it. Its lizardlike head
become tribal leaders. They
features a wide jaw and a mouth fi lled
are often kept as slaves, pri-
with razor-sharp teeth.
marily by illithids and other
Underdark races that need guards,
Combat fighting forces, or assassins.
Trens can also be found serving Illustration by Wayne England
Trens prefer to
their creators, the yuan-ti. On
wear light armor
their own, they sometimes form
and use steel
small mercenary bands or raid-
weapons. Their
ing parties.
melee weapon of choice
is the greatsword, though Yuan-ti Holy
most also carry longbows
for striking from a distance. Guardian
Though they prefer melee com-
bat to ranged, they typically
Medium Monstrous Humanoid
attack in organized formations, adjust-
Hit Dice: 8d8+16 (52 hp)
ing their tactics to suit their environment. Because they Tren Initiative: +5
almost never possess magic, one or two archers normally
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
stay behind the fi ghters to distract spellcasters.
Armor Class: 20 (+1 Dex, +7 natural, +2 masterwork heavy
Stench (Ex): When a tren is angry or frightened, it secretes
shield), touch 11, fl at-footed 19
an oily, musklike chemical that nearly every form of animal life
Base Attack/Grapple: +8/+12
fi nds offensive. Every living creature (except other trens and
Attack: Masterwork scimitar +12 melee (1d6+2/18–20) or
troglodytes) within 30 feet of a tren must succeed on a DC 14
masterwork composite longbow (+4 Str bonus) + 9 ranged
Fortitude save or be sickened for 10 rounds. A creature subject-
(1d8+4/×3)
ed to stench from multiple trens makes only one saving throw,
Full Attack: Masterwork scimitar +12/+7 melee (1d6+4/18–20)
though a separate save is necessary for any troglodyte stench
and bite +5 melee (1d6+2 plus poison) or masterwork compos-
present. A creature that successfully saves cannot be affected by
ite longbow (+4 Str bonus) + 9/+4 ranged (1d8+4/×3)
the same tren’s stench for 24 hours. A delay poison or neutralize
Space/Reach: 5 ft./5 ft.
poison spell removes the effect. Creatures immune to poison are
Special Attacks: Constrict 1d6+6, improved grab, poison, spell-
unaffected, and a creature resistant to poison receives its normal
like abilities, venomous tentacles
bonus on the saving throw.
Special Qualities: Alternate form,chameleon power, darkvision
60 ft., detect poison, scent, spell resistance 18
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