Seryulin
Large Aberration (Aquatic) — CR 7
Seryulin is a D&D 3.5 monster from —. CR 7, HD 10d8+20 (65 hp).
- Hit Dice
- 10d8+20 (65 hp)
- Initiative
- +5
- Speed
- land 50 ft, 50 ft., swim 50 ft.
- Base Attack / Grapple
- +7/+16
- Attack
- Slam +12 melee
- Full Attack
- 2 slams +12 melee and bite +9 melee
- STR
- 20
- DEX
- 12
- CON
- 14
- INT
- 8
- WIS
- 14
- CHA
- 13
- Fort / Ref / Will
- +5 / +6 / +9
- Challenge Rating
- 7
- Alignment
- Always neutral
- Organization
- Solitary or clutch (2-4)
- Treasure
- None
- Level Adjustment
- +4
Special Abilities
Pain ToxinSticky SprayCan't Be TrippedSlick
Feats
Description
A creature stuck to the ground can break free by making a DC 20 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape the stuff off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that scored the hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent dissolves enough goo to free one creature immediately.
Unlike with the freedom of movement spell, however, a seryulin does not automatically succeed on any grapple check made to resist a grapple or pin attempt, although it does gain a +4 bonus on grapple checks to escape a grapple, and it has a +8 racial bonus on Escape Artist checks.
A seryulin also has a +8 racial bonus on Escape Artist checks due to its slick body (see above).
Seryulins use their speed to great advantage in combat. Aware that most opponents will underestimate them, seryulins have been known to lure prey to them by floundering in shallow water, feigning a beached state. Once engaged in battle, seryulins typically activate their sticky spray before moving in to use slam attacks.
Seryulin riders take advantage of the painful toxin secreted by a seryulin's cilia to wear down foes. Once a victim has been struck by the cilia, the rider typically withdraws his mount for a round or two (into the water if possible) and lets the toxin do its work.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.