Sarrukh (Progenitor Race)

Medium Monstrous Humanoid — CR 21

()Updated 3.5

Sarrukh (Progenitor Race) is a D&D 3.5 monster from —. CR 21, HD 14d8+70 (133 hp).

Hit Dice
14d8+70 (133 hp)
Initiative
+6
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+14/+20
Attack
+3 trident +23 melee
Full Attack
+3 trident +23/+18/+13 melee and bite +15 melee or 2 claws +20 melee and bite +15 melee
STR
23
DEX
15
CON
20
INT
30
WIS
18
CHA
18
Fort / Ref / Will
+9 / +11 / +13
Challenge Rating
21
Alignment
Always neutral evil
Organization
Single, pair, or group (3-8)
Treasure
Triple standard
Level Adjustment
+8
Spell Resistance
20

Special Abilities

Fear AuraPoisonManipulate Form

Feats

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. Typical physical alterations that sarrukh often bestow with this ability include the following. Arm. The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at its option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of its choice. The creature can manipulate small items and wield weapons with the new appendage as effectively as a normal human can with a hand. The creature also gains a claw attack as a natural attack (base damage 1d8 for a Medium creature). The claw is a secondary attack if the subject already has a different primary attack, or primary otherwise.Leg: The touched creature sprouts a humanlike leg. The sarrukh may, at its option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of its 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.Tentacles: The touched creature sprouts a tentacle. The sarrukh may, at its option, change an already existing appendage (such as an arm) into a tentacle, or cause a new tentacle to sprout from a spot of its choice. The subject can now wield a melee weapon in each tentacle acquired. Furthermore, the creature gains a slam attack as a natural attack (base damage 1d8 for a Medium creature). The tentacle is a secondary attack if the subject already has a different primary attack, or primary otherwise. The subject also acquires the improved grab special attack if it didn't already have it.Humanoid Torso. 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 improved grab).Snake Torso. A snake torso replaces the subject's previous torso, granting it the constrict and improved grab special attacks if it didn't already have them. Its speed remains the same as it was before the alteration.Wings: The subject sprouts feathery wings from its back. These appendages grant it the ability to fly at its previous land speed with average maneuverability.Omnidirectional Eyes: 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 Spot cheeks but takes a -2 penalty to Charisma.Increase or Decrease Size: The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Spell-Like Abilities: 3/day- disrupt undead, identify, invisibility, knock, magic missile, misdirection (DC 16), see invisibility, sleep (DC 15); 2/day- confusion (DC 18), fireball (DC 17), lightning bolt (DC 17), polymorph; 1/day- teleport (DC 19), wall of force. Caster level 14th. Because of their slowly shrinking numbers, the sarrukh believe that the survival of each individual is absolutely essential. This outlook causes them to avoid combat at all costs and surround themselves with other scaled creatures that can fight for them. Since not a single sarrukh is expendable, any creature that kills one makes enemies of them all. When fighting is unavoidable, a sarrukh's primary focus is always escape rather than victory. It typically begins combat with a spell-like ability that deals damage to a number of combatants simultaneously - fireball if the area is relatively open, or lightning bolt if its opponents are approaching from a hallway or some other confining area. It follows with a wall of force to prevent opponents from reaching it, then attempts to teleport away as soon as possible thereafter. If teleport isn't an option, a sarrukh may use polymorph to change into a small animal and scurry away from the battle. Sarrukh enter melee combat only if death appears to be unavoidable.

Description

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. Typical physical alterations that sarrukh often bestow with this ability include the following. Arm. The touched creature sprouts a humanlike arm that ends in a viciously clawed hand. The sarrukh may, at its option, change an already existing appendage (such as a tentacle) into an arm, or cause a new arm to sprout from a spot of its choice. The creature can manipulate small items and wield weapons with the new appendage as effectively as a normal human can with a hand. The creature also gains a claw attack as a natural attack (base damage 1d8 for a Medium creature). The claw is a secondary attack if the subject already has a different primary attack, or primary otherwise.Leg: The touched creature sprouts a humanlike leg. The sarrukh may, at its option, change an already existing appendage (such as a tentacle) into a leg, or cause a new leg to sprout from a spot of its 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.Tentacles: The touched creature sprouts a tentacle. The sarrukh may, at its option, change an already existing appendage (such as an arm) into a tentacle, or cause a new tentacle to sprout from a spot of its choice. The subject can now wield a melee weapon in each tentacle acquired. Furthermore, the creature gains a slam attack as a natural attack (base damage 1d8 for a Medium creature). The tentacle is a secondary attack if the subject already has a different primary attack, or primary otherwise. The subject also acquires the improved grab special attack if it didn't already have it.Humanoid Torso. 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 improved grab).Snake Torso. A snake torso replaces the subject's previous torso, granting it the constrict and improved grab special attacks if it didn't already have them. Its speed remains the same as it was before the alteration.Wings: The subject sprouts feathery wings from its back. These appendages grant it the ability to fly at its previous land speed with average maneuverability.Omnidirectional Eyes: 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 Spot cheeks but takes a -2 penalty to Charisma.Increase or Decrease Size: The subject's size category changes by one step. All the usual bonuses or penalties for such a change apply normally. Spell-Like Abilities: 3/day- disrupt undead, identify, invisibility, knock, magic missile, misdirection (DC 16), see invisibility, sleep (DC 15); 2/day- confusion (DC 18), fireball (DC 17), lightning bolt (DC 17), polymorph; 1/day- teleport (DC 19), wall of force. Caster level 14th. Because of their slowly shrinking numbers, the sarrukh believe that the survival of each individual is absolutely essential. This outlook causes them to avoid combat at all costs and surround themselves with other scaled creatures that can fight for them. Since not a single sarrukh is expendable, any creature that kills one makes enemies of them all. When fighting is unavoidable, a sarrukh's primary focus is always escape rather than victory. It typically begins combat with a spell-like ability that deals damage to a number of combatants simultaneously - fireball if the area is relatively open, or lightning bolt if its opponents are approaching from a hallway or some other confining area. It follows with a wall of force to prevent opponents from reaching it, then attempts to teleport away as soon as possible thereafter. If teleport isn't an option, a sarrukh may use polymorph to change into a small animal and scurry away from the battle. Sarrukh enter melee combat only if death appears to be unavoidable.