Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Obly99" data-source="post: 9070095" data-attributes="member: 7035194"><p>A rework of the Sarrukh (<a href="https://forgottenrealms.fandom.com/wiki/Sarrukh;" target="_blank">https://forgottenrealms.fandom.com/wiki/Sarrukh;</a> <a href="https://www.realmshelps.net/monsters/block/Sarrukh_(Progenitor_Race)" target="_blank">Realms Helps Creature: Sarrukh (Progenitor Race)</a>). The Sarrukh is one of the worst balaced creature of 3.5 Imo. With a 133 hp and its highest saving throw of 13 was a laughing CR 21. The only reason that it had such a high CR was the ability to modify reptiles which was written very badly (one of the reasons for the existence of Pun Pun, the infamous kobold who destroys universes, was precisely to abuse that ability). The alchemy, gifted spellcaster, and serpent’s strike abilities are taken from the serpentfolk (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/serpentfolk-2/" target="_blank">Serpentfolk (3pp) – d20PFSRD</a>) while cruel anatomist from the vivisectionist (<a href="https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/vivisectionist/" target="_blank">Vivisectionist – d20PFSRD</a>).</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Sarrukh PF1 (reworked) CR 15</span></strong></p><p></p><p>NE Medium monstrous humanoid (reptilian, shapechanger)</p><p></p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft., reptilian sight, scent, see invisibility; Perception +25</p><p></p><p><strong>Aura</strong> fear (DC 21, 10 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 28, touch 22, flat-footed 26 (+2 Dex, +10 insight, +6 natural)</p><p></p><p><strong>hp</strong> 147 (14d10+70) fast healing 5</p><p></p><p><strong>Fort</strong> +21, <strong>Ref</strong> +21, <strong>Will</strong> +23</p><p></p><p><strong>Defensive Abilities</strong> mastermind; <strong>DR</strong> 15/magic; <strong>Immune</strong> charm, compulsion, fire, mind-affecting effects, poison; <strong>Resist</strong> acid 10, electricity 10; <strong>SR</strong> 26</p><p></p><p><strong>Weakness</strong> vulnerable to cold</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 30 ft., climb 15 ft., swim 30 ft.</p><p></p><p><strong>Melee</strong> +3 returning trident +23/+18/+13 (1d8+12), bite +20 (1d6+6 plus poison), tail slap +18 (1d8+9 plus grab) or bite +20 (1d6+6 plus poison), 2 claws +20 (1d4+6), tail slap +18 (1d8+9 plus grab)</p><p></p><p><strong>Ranged</strong> +3 returning trident +19 (1d8+9)</p><p></p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with tail slap)</p><p></p><p><strong>Special Attacks</strong> poison, powerful blows (tail slap)</p><p></p><p><strong>Spell-Like Abilities </strong>(CL 14th; concentration +24)</p><p></p><p><strong>Constant</strong>—<em>pass without trace</em>, <em>see invisibility</em>, <em>speak with animals</em> (reptiles only)</p><p></p><p><strong>At will</strong>—<em>disrupt undead</em>, <em>dominate monster</em> (DC 29, reptiles only), <em>identify</em>, <em>invisibility</em>, <em>knock</em>, <em>magic missile</em>, <em>misdirection </em>(DC 22), <em>sleep</em> (DC 21)</p><p></p><p><strong>3/day</strong>—<em>confusion</em> (DC 24), <em>deep slumber</em> (DC 23), <em>fireball</em> (DC 23), <em>lightning bolt</em> (DC 23), <em>polymorph</em></p><p></p><p><strong>1/day</strong>—<em>ancient sorcery of the serpentfolk</em>, <em>charm monster</em> (DC 24), <em>feeblemind</em> (DC 25), <em>heal</em> (heal reptiles only), <em>reincarnation</em> (in a final reptile form only), <em>symbol of persuasion</em> (DC 26), <em>summon nature’s ally IX</em> (reptiles only), <em>teleport</em>, <em>wall of force</em></p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 23, <strong>Dex</strong> 15, <strong>Con</strong> 20, <strong>Int</strong> 30, <strong>Wis</strong> 18, <strong>Cha</strong> 18</p><p></p><p><strong>Base Atk</strong> +14; <strong>CMB</strong> +20; <strong>CMD</strong> 42 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Improved Initiative, Multiattack, Persuasive, Power Attack, Vital Strike</p><p></p><p><strong>Skills</strong> Appraise +24, Bluff +18, Craft (alchemy) +35, Diplomacy +22, Disguise +18 (+28 while using change shape ability), Intimidate +25, Knowledge (arcana, history, local, nature, religion) +27, Linguistics +24, Perception +25, Sense Motive +22, Spellcraft +27, Stealth +19, Survival +21, Use Magic Device +21; <strong>Racial Modifiers</strong> +8 Craft (alchemy)</p><p></p><p><strong>Languages</strong> Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, Giant, Ignan, Infernal, Labial, Necril, Orc, Sarrukhar, Sphinx, Sylvan, Terran, Treant, Undercommon, Vegepygmy; <em>speak with animals</em> (reptiles only), telepathy 100 ft. (reptiles only)</p><p></p><p><strong>SQ</strong> alchemy, call of the creator, change shape (any reptilian form; <em>monstrous physique II</em> or <em>polymorph</em>), compression, cruel anatomist, gifted spellcaster, hold breath, manipulate form, reptilian empathy +18, serpent’s strike, tenacious grapple</p><p></p><p><strong>Gears</strong> +3 returning trident</p><p></p><p><strong>Alchemy (Ex)</strong></p><p>A sarrukh gains a +8 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material.</p><p></p><p><strong>Call of the Creator (Su)</strong></p><p>Once per day, a sarrukh may call to his children to do his bidding. As a full-round action, a sarrukh calls all reptilian creatures with 15 HD or fewer and Intelligence score of 2 or less within 1 mile radius. These creatures arrive within 1 hour of the call. All creatures called in this manner follow the sarrukh’s orders unquestionably for up to 8 hours, after which they return to their homes. Creatures binded to others (like a druid animal companion) are immune to this ability. This is a compulsion, mind-affecting effect.</p><p></p><p><strong>Cruel Anatomist (Ex)</strong></p><p>A sarrukh may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.</p><p></p><p><strong>Fear Aura (Su)</strong></p><p>A sarrukh project an aura of fear in a 10-foot radius. This effect is otherwise identical to the <em>fear</em> spell (caster level 14th; save DC 21). A creature that succeeds on the save cannot be affected again by that sarrukh's fear aura for 24 hours. The sarrukh can suppress or resume this aura as a move action. Other sarrukh are immune to this aura. This is a fear, mind-affecting effect. The DC is Charisma-based.</p><p></p><p><strong>Gifted Spellcaster (Ex)</strong></p><p>All the Knowledge, Spellcraft, and Use Magic Device are class skills for a sarrukh.</p><p></p><p>A sarrukh that gain racial Hit Dice increase his caster level by +1 per racial Hit Die gained. He gains a new spell-like ability (usable once per day) with each gained racial Hit Die. A sarrukh may select the same spell-like ability multiple times, in which case he may use that ability a number of times per day equal to the number of times he selected the same ability. When a sarrukh gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. A sarrukh may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp.</p><p></p><p><strong>Manipulate Form (Su)</strong></p><p>At will, a sarrukh can modify the form of any reptile creature (creatures with the reptilian subtype, lizardlike [like crocodile] and snakelike [like serpentfolk] creatures, but not dragons, etc.), except for creatures with the undead or construct type. With a ritual that take 1 day, a sarrukh can cause one alteration of his choice in the target creature's body. If the target is unwilling, it must be helpless for the entire duration or the ritual automatically fail. At the end of the ritual, the target falls unconscious for 2d4 rounds due to the shock of changing form. A sarrukh cannot use manipulate form on himself or another sarrukh. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. It may also choose to make a much more significant alteration, such as converting limbs into tentacles, changing overall body shape (snake to humanoid, for example), or adding or removing an appendage. A sarrukh may also grant the target a spell-like ability or change the ability score (see below).</p><p></p><p>The change bestowed takes effect immediately and is permanent. Furthermore, the alterations are automatically passed on to all the creature's offspring when it breeds with another of its unmodified kind.</p><p></p><p>A sarrukh can bestow with this ability the following alterations:</p><p></p><ul> <li data-xf-list-type="ul"><em>Shape:</em> The sarrukh can use this ability to change a creature's minor physical appearance, granting a +10 bonus on Disguise checks. Multiple applications only change again the appearance, do not stack the bonus.</li> <li data-xf-list-type="ul"><em>Arm:</em> The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of his choice. The creature can manipulate items and wield weapons with the new appendage as effectively as a normal human can with a hand. Possibly, the sarrukh can instead remove an appendage. A creature can only have a maximum of 2 humanlike arms.</li> <li data-xf-list-type="ul"><em>Leg:</em> The touched creature sprouts a humanlike leg. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of his choice. A pair of such legs gives the creature the ability to walk upright, and four legs give it the ability to move like a quadruped. The creature loses any ability it previously had to constrict with its lower body. Its speed remains the same as it was before the alteration unless it now has more than two legs. In that case, it moves at a speed typical for a quadruped of its size category. A creature can only have a maximum of 4 humanlike legs.</li> <li data-xf-list-type="ul"><em>Change Attack:</em> The sarrukh can use this ability to change a creature's natural weapons from one type to another (eg. converting a slam to a bite). The new weapons deal the same amount of damage. If the old natural weapon had a special attack with it (like grab, poison, or trip), the DM’s is the final judge if the new weapon is suited for maintaining it (like poison from a bite to a sting).</li> <li data-xf-list-type="ul"><em>Grant Attack:</em> The sarrukh can use this ability to grant or remove a creature natural weapon (like a slam or bite). A creature can only gains a maximum number of natural attacks from this specific alteration equal to 1 per 6 HD (minimum 1).</li> <li data-xf-list-type="ul"><em>Grant Special Attack:</em> The sarrukh can use this ability to grant or remove a creature special attack from one natural weapon. The possible granted attacks are: bleed (1 per 3 HD, minimum 1), blood drain (must have the grab ability; 1d2 Con), constrict (must have the grab ability; same damage of the natural weapon with grab), disease (chose one from the spell <em>contagion</em> list), grab, poison (same of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/serpentfolk/" target="_blank">Serpentfolk – d20PFSRD</a>), pull (5 ft. per 10 HD, minimum 5 ft.), push (5 ft. per 10 HD, minimum 5 ft.), smother (must have the constrict ability), strangle (must have the constrict ability), swallow whole (must have the grab ability on the bite; same damage of the bite), trip. A creature can only gains a maximum number of special attacks from this specific alteration equal to 1 per 6 HD (minimum 1).</li> <li data-xf-list-type="ul"><em>Humanoid Torso: </em>A humanoid torso replaces the subject's previous torso. The subject loses any special attack or special quality dependent on its previous torso (such as constrict or swallow whole).</li> <li data-xf-list-type="ul"><em>Snake Torso:</em> A snake torso replaces the subject's previous torso, granting it the constrict special attack (1d4 damage for a medium creature) if it didn't already have them. Its speed remains the same as it was before the alteration. If the creature has a bite attack with the grab ability, also gains the swallow whole special attack (same damage of the bite).</li> <li data-xf-list-type="ul"><em>Snake Tail:</em> The touched creature sprouts a snake tail. The sarrukh may, at his option, change an already existing tail into a snake tail, or cause a new snake tail to sprout from lower back of the creature. Regardless, the creature gains the prehensile tail racial trait of a tiefling.</li> <li data-xf-list-type="ul"><em>Wings:</em> The subject sprouts membranous wings from its back. These appendages grant it the ability to fly at its previous land speed or 20 ft., whichever is lower, with average maneuverability.</li> <li data-xf-list-type="ul"><em>Jagged:</em> The subject scales become serrated. This grant it the ability to climb and burrow at its previous land speed or 20 ft., whichever is lower.</li> <li data-xf-list-type="ul"><em>Omnidirectional Eyes:</em> The subject can move its eyes independently from one another and visually process all the information so acquired. The creature gains a +4 bonus on Perception checks based on sight.</li> <li data-xf-list-type="ul"><em>Increase or Decrease Size:</em> The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk, with the exception for return to the original size.</li> <li data-xf-list-type="ul"><em>Increase or Decrease Ability Score:</em> The subject's ability score changes by one. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to ½ the sarrukh's corresponding score.</li> <li data-xf-list-type="ul"><em>Spell-like Ability:</em> The subject's gains one spell-like ability from the spell list of the cleric/oracle or sorcerer/wizard up to 3rd level. If the spell-like ability is of 3rd level, the creature can only use it once per day. If the spell-like ability is of 2nd level, the creature can use it two times per day. If the spell-like ability is of 1st level, the creature can use it three times per day. If the spell-like ability is of 0th level (cantrip or orison), the creature can use it at will. The caster level is equal to the creature HD. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk.</li> </ul><p><em>Limited wish</em> can remove one use of manipulate form if the creature was originally unwilling of the change.</p><p></p><p><strong>Mastermind (Ex)</strong></p><p>A sarrukh add his Intelligence modifier as an insight bonus to AC and saving throws and gains 8 + Intelligence points skill ranks per racial HD instead of 4 + Int like a normal monstrous humanoid. Also, a sarrukh’s intrinsic understanding of magic allows him to modify the concentration checks and save DCs of its racial spell-like abilities that are normally affected by Charisma to be modified instead by the sarrukh’s Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by class levels.</p><p></p><p><strong>Poison (Ex)</strong></p><p>Bite—injury; <em>save</em> Fort DC 22; <em>frequency</em> 1/round for 6 rounds; <em>effect</em> 1d4 Constitution damage plus sickened for 1 round; <em>cure</em> 3 consecutive saves. The save DC is Constitution-based.</p><p></p><p><strong>Reptilian Sight (Su)</strong></p><p>By concentrating, a sarrukh can share the senses of any reptilian creatures with an Intelligence score of 2 or less within 1 miles of him, allowing him to see, smell, and hear as if he were that creature. These creatures are unaware of the sarrukh’s presence or that they share their senses with him during this time. A creature is unaware of making this save. While he is sharing senses, a sarrukh is still aware of his surroundings, but receives a –8 penalty to any Perception checks.</p><p></p><p><strong>Reptilian Empathy (Ex)</strong></p><p>This ability functions as a druid’s wild empathy, save that it works only on reptilian creatures despite type and Intelligence score. A sarrukh gains a racial bonus on this check equal to his Hit Dice.</p><p></p><p><strong>Serpent’s Strike (Ex)</strong></p><p>A sarrukh’s bite attack is always treated as a primary attack, even when he wields a manufactured weapon. A sarrukh can lick the cutting edge of any piercing or slashing weapon he wields as a swift action to apply a dose of his poison to the weapon.</p><p></p><p><strong>Tenacious Grapple (Ex)</strong></p><p>A sarrukh does not gain the grappled condition if he grapples a foe with his tail slap.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9070095, member: 7035194"] A rework of the Sarrukh ([URL]https://forgottenrealms.fandom.com/wiki/Sarrukh;[/URL] [URL="https://www.realmshelps.net/monsters/block/Sarrukh_(Progenitor_Race)"]Realms Helps Creature: Sarrukh (Progenitor Race)[/URL]). The Sarrukh is one of the worst balaced creature of 3.5 Imo. With a 133 hp and its highest saving throw of 13 was a laughing CR 21. The only reason that it had such a high CR was the ability to modify reptiles which was written very badly (one of the reasons for the existence of Pun Pun, the infamous kobold who destroys universes, was precisely to abuse that ability). The alchemy, gifted spellcaster, and serpent’s strike abilities are taken from the serpentfolk ([URL="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/serpentfolk-2/"]Serpentfolk (3pp) – d20PFSRD[/URL]) while cruel anatomist from the vivisectionist ([URL="https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/vivisectionist/"]Vivisectionist – d20PFSRD[/URL]). [CENTER][B][SIZE=7]Sarrukh PF1 (reworked) CR 15[/SIZE][/B][/CENTER] NE Medium monstrous humanoid (reptilian, shapechanger) [B]Init[/B] +6; [B]Senses[/B] darkvision 60 ft., reptilian sight, scent, see invisibility; Perception +25 [B]Aura[/B] fear (DC 21, 10 ft.) DEFENSE [B]AC[/B] 28, touch 22, flat-footed 26 (+2 Dex, +10 insight, +6 natural) [B]hp[/B] 147 (14d10+70) fast healing 5 [B]Fort[/B] +21, [B]Ref[/B] +21, [B]Will[/B] +23 [B]Defensive Abilities[/B] mastermind; [B]DR[/B] 15/magic; [B]Immune[/B] charm, compulsion, fire, mind-affecting effects, poison; [B]Resist[/B] acid 10, electricity 10; [B]SR[/B] 26 [B]Weakness[/B] vulnerable to cold OFFENSE [B]Speed[/B] 30 ft., climb 15 ft., swim 30 ft. [B]Melee[/B] +3 returning trident +23/+18/+13 (1d8+12), bite +20 (1d6+6 plus poison), tail slap +18 (1d8+9 plus grab) or bite +20 (1d6+6 plus poison), 2 claws +20 (1d4+6), tail slap +18 (1d8+9 plus grab) [B]Ranged[/B] +3 returning trident +19 (1d8+9) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. (10 ft. with tail slap) [B]Special Attacks[/B] poison, powerful blows (tail slap) [B]Spell-Like Abilities [/B](CL 14th; concentration +24) [B]Constant[/B]—[I]pass without trace[/I], [I]see invisibility[/I], [I]speak with animals[/I] (reptiles only) [B]At will[/B]—[I]disrupt undead[/I], [I]dominate monster[/I] (DC 29, reptiles only), [I]identify[/I], [I]invisibility[/I], [I]knock[/I], [I]magic missile[/I], [I]misdirection [/I](DC 22), [I]sleep[/I] (DC 21) [B]3/day[/B]—[I]confusion[/I] (DC 24), [I]deep slumber[/I] (DC 23), [I]fireball[/I] (DC 23), [I]lightning bolt[/I] (DC 23), [I]polymorph[/I] [B]1/day[/B]—[I]ancient sorcery of the serpentfolk[/I], [I]charm monster[/I] (DC 24), [I]feeblemind[/I] (DC 25), [I]heal[/I] (heal reptiles only), [I]reincarnation[/I] (in a final reptile form only), [I]symbol of persuasion[/I] (DC 26), [I]summon nature’s ally IX[/I] (reptiles only), [I]teleport[/I], [I]wall of force[/I] STATISTICS [B]Str[/B] 23, [B]Dex[/B] 15, [B]Con[/B] 20, [B]Int[/B] 30, [B]Wis[/B] 18, [B]Cha[/B] 18 [B]Base Atk[/B] +14; [B]CMB[/B] +20; [B]CMD[/B] 42 (cannot be tripped) [B]Feats[/B] Alertness, Combat Reflexes, Improved Initiative, Multiattack, Persuasive, Power Attack, Vital Strike [B]Skills[/B] Appraise +24, Bluff +18, Craft (alchemy) +35, Diplomacy +22, Disguise +18 (+28 while using change shape ability), Intimidate +25, Knowledge (arcana, history, local, nature, religion) +27, Linguistics +24, Perception +25, Sense Motive +22, Spellcraft +27, Stealth +19, Survival +21, Use Magic Device +21; [B]Racial Modifiers[/B] +8 Craft (alchemy) [B]Languages[/B] Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, Giant, Ignan, Infernal, Labial, Necril, Orc, Sarrukhar, Sphinx, Sylvan, Terran, Treant, Undercommon, Vegepygmy; [I]speak with animals[/I] (reptiles only), telepathy 100 ft. (reptiles only) [B]SQ[/B] alchemy, call of the creator, change shape (any reptilian form; [I]monstrous physique II[/I] or [I]polymorph[/I]), compression, cruel anatomist, gifted spellcaster, hold breath, manipulate form, reptilian empathy +18, serpent’s strike, tenacious grapple [B]Gears[/B] +3 returning trident [B]Alchemy (Ex)[/B] A sarrukh gains a +8 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material. [B]Call of the Creator (Su)[/B] Once per day, a sarrukh may call to his children to do his bidding. As a full-round action, a sarrukh calls all reptilian creatures with 15 HD or fewer and Intelligence score of 2 or less within 1 mile radius. These creatures arrive within 1 hour of the call. All creatures called in this manner follow the sarrukh’s orders unquestionably for up to 8 hours, after which they return to their homes. Creatures binded to others (like a druid animal companion) are immune to this ability. This is a compulsion, mind-affecting effect. [B]Cruel Anatomist (Ex)[/B] A sarrukh may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. [B]Fear Aura (Su)[/B] A sarrukh project an aura of fear in a 10-foot radius. This effect is otherwise identical to the [I]fear[/I] spell (caster level 14th; save DC 21). A creature that succeeds on the save cannot be affected again by that sarrukh's fear aura for 24 hours. The sarrukh can suppress or resume this aura as a move action. Other sarrukh are immune to this aura. This is a fear, mind-affecting effect. The DC is Charisma-based. [B]Gifted Spellcaster (Ex)[/B] All the Knowledge, Spellcraft, and Use Magic Device are class skills for a sarrukh. A sarrukh that gain racial Hit Dice increase his caster level by +1 per racial Hit Die gained. He gains a new spell-like ability (usable once per day) with each gained racial Hit Die. A sarrukh may select the same spell-like ability multiple times, in which case he may use that ability a number of times per day equal to the number of times he selected the same ability. When a sarrukh gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. A sarrukh may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp. [B]Manipulate Form (Su)[/B] At will, a sarrukh can modify the form of any reptile creature (creatures with the reptilian subtype, lizardlike [like crocodile] and snakelike [like serpentfolk] creatures, but not dragons, etc.), except for creatures with the undead or construct type. With a ritual that take 1 day, a sarrukh can cause one alteration of his choice in the target creature's body. If the target is unwilling, it must be helpless for the entire duration or the ritual automatically fail. At the end of the ritual, the target falls unconscious for 2d4 rounds due to the shock of changing form. A sarrukh cannot use manipulate form on himself or another sarrukh. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. It may also choose to make a much more significant alteration, such as converting limbs into tentacles, changing overall body shape (snake to humanoid, for example), or adding or removing an appendage. A sarrukh may also grant the target a spell-like ability or change the ability score (see below). The change bestowed takes effect immediately and is permanent. Furthermore, the alterations are automatically passed on to all the creature's offspring when it breeds with another of its unmodified kind. A sarrukh can bestow with this ability the following alterations: [LIST] [*][I]Shape:[/I] The sarrukh can use this ability to change a creature's minor physical appearance, granting a +10 bonus on Disguise checks. Multiple applications only change again the appearance, do not stack the bonus. [*][I]Arm:[/I] The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of his choice. The creature can manipulate items and wield weapons with the new appendage as effectively as a normal human can with a hand. Possibly, the sarrukh can instead remove an appendage. A creature can only have a maximum of 2 humanlike arms. [*][I]Leg:[/I] The touched creature sprouts a humanlike leg. The sarrukh may, at his option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of his choice. A pair of such legs gives the creature the ability to walk upright, and four legs give it the ability to move like a quadruped. The creature loses any ability it previously had to constrict with its lower body. Its speed remains the same as it was before the alteration unless it now has more than two legs. In that case, it moves at a speed typical for a quadruped of its size category. A creature can only have a maximum of 4 humanlike legs. [*][I]Change Attack:[/I] The sarrukh can use this ability to change a creature's natural weapons from one type to another (eg. converting a slam to a bite). The new weapons deal the same amount of damage. If the old natural weapon had a special attack with it (like grab, poison, or trip), the DM’s is the final judge if the new weapon is suited for maintaining it (like poison from a bite to a sting). [*][I]Grant Attack:[/I] The sarrukh can use this ability to grant or remove a creature natural weapon (like a slam or bite). A creature can only gains a maximum number of natural attacks from this specific alteration equal to 1 per 6 HD (minimum 1). [*][I]Grant Special Attack:[/I] The sarrukh can use this ability to grant or remove a creature special attack from one natural weapon. The possible granted attacks are: bleed (1 per 3 HD, minimum 1), blood drain (must have the grab ability; 1d2 Con), constrict (must have the grab ability; same damage of the natural weapon with grab), disease (chose one from the spell [I]contagion[/I] list), grab, poison (same of the [URL="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/serpentfolk/"]Serpentfolk – d20PFSRD[/URL]), pull (5 ft. per 10 HD, minimum 5 ft.), push (5 ft. per 10 HD, minimum 5 ft.), smother (must have the constrict ability), strangle (must have the constrict ability), swallow whole (must have the grab ability on the bite; same damage of the bite), trip. A creature can only gains a maximum number of special attacks from this specific alteration equal to 1 per 6 HD (minimum 1). [*][I]Humanoid Torso: [/I]A humanoid torso replaces the subject's previous torso. The subject loses any special attack or special quality dependent on its previous torso (such as constrict or swallow whole). [*][I]Snake Torso:[/I] A snake torso replaces the subject's previous torso, granting it the constrict special attack (1d4 damage for a medium creature) if it didn't already have them. Its speed remains the same as it was before the alteration. If the creature has a bite attack with the grab ability, also gains the swallow whole special attack (same damage of the bite). [*][I]Snake Tail:[/I] The touched creature sprouts a snake tail. The sarrukh may, at his option, change an already existing tail into a snake tail, or cause a new snake tail to sprout from lower back of the creature. Regardless, the creature gains the prehensile tail racial trait of a tiefling. [*][I]Wings:[/I] The subject sprouts membranous wings from its back. These appendages grant it the ability to fly at its previous land speed or 20 ft., whichever is lower, with average maneuverability. [*][I]Jagged:[/I] The subject scales become serrated. This grant it the ability to climb and burrow at its previous land speed or 20 ft., whichever is lower. [*][I]Omnidirectional Eyes:[/I] The subject can move its eyes independently from one another and visually process all the information so acquired. The creature gains a +4 bonus on Perception checks based on sight. [*][I]Increase or Decrease Size:[/I] The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk, with the exception for return to the original size. [*][I]Increase or Decrease Ability Score:[/I] The subject's ability score changes by one. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to ½ the sarrukh's corresponding score. [*][I]Spell-like Ability:[/I] The subject's gains one spell-like ability from the spell list of the cleric/oracle or sorcerer/wizard up to 3rd level. If the spell-like ability is of 3rd level, the creature can only use it once per day. If the spell-like ability is of 2nd level, the creature can use it two times per day. If the spell-like ability is of 1st level, the creature can use it three times per day. If the spell-like ability is of 0th level (cantrip or orison), the creature can use it at will. The caster level is equal to the creature HD. Once a creature benefit from this specific alteration, it cannot be targeted again with it by any sarurruk. [/LIST] [I]Limited wish[/I] can remove one use of manipulate form if the creature was originally unwilling of the change. [B]Mastermind (Ex)[/B] A sarrukh add his Intelligence modifier as an insight bonus to AC and saving throws and gains 8 + Intelligence points skill ranks per racial HD instead of 4 + Int like a normal monstrous humanoid. Also, a sarrukh’s intrinsic understanding of magic allows him to modify the concentration checks and save DCs of its racial spell-like abilities that are normally affected by Charisma to be modified instead by the sarrukh’s Intelligence modifier. This doesn’t affect actual spellcasting ability, such as that granted by class levels. [B]Poison (Ex)[/B] Bite—injury; [I]save[/I] Fort DC 22; [I]frequency[/I] 1/round for 6 rounds; [I]effect[/I] 1d4 Constitution damage plus sickened for 1 round; [I]cure[/I] 3 consecutive saves. The save DC is Constitution-based. [B]Reptilian Sight (Su)[/B] By concentrating, a sarrukh can share the senses of any reptilian creatures with an Intelligence score of 2 or less within 1 miles of him, allowing him to see, smell, and hear as if he were that creature. These creatures are unaware of the sarrukh’s presence or that they share their senses with him during this time. A creature is unaware of making this save. While he is sharing senses, a sarrukh is still aware of his surroundings, but receives a –8 penalty to any Perception checks. [B]Reptilian Empathy (Ex)[/B] This ability functions as a druid’s wild empathy, save that it works only on reptilian creatures despite type and Intelligence score. A sarrukh gains a racial bonus on this check equal to his Hit Dice. [B]Serpent’s Strike (Ex)[/B] A sarrukh’s bite attack is always treated as a primary attack, even when he wields a manufactured weapon. A sarrukh can lick the cutting edge of any piercing or slashing weapon he wields as a swift action to apply a dose of his poison to the weapon. [B]Tenacious Grapple (Ex)[/B] A sarrukh does not gain the grappled condition if he grapples a foe with his tail slap. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
Top