SarrukhHD: d6
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +2 | +2 | Progenitor body, Sleep touch, Spell-like abilities (disrupt undead), +1 Int |
2 | +1 | +0 | +3 | +3 | Manipulate form (appearance), Spell-like abilities (magic missile), +1 Wis |
3 | +2 | +1 | +3 | +3 | Immunity to fire, Poison, +1 Int |
4 | +3 | +1 | +4 | +4 | Spell-like abilities (invisibility, knock), +1 Cha |
5 | +3 | +1 | +4 | +4 | Identify, Manipulate form (natural weapons), +1 Str, +1 Int |
6 | +4 | +2 | +5 | +5 | Improved poison, Spell-like abilities (fireball, lightning bolt), +1 Wis |
7 | +5 | +2 | +5 | +5 | See invisibility, Spell resistance, +1 Con, +1 Int |
8 | +6/+1 | +2 | +6 | +6 | Cult leader, Manipulate form (feat), +1 Cha |
9 | +6/+1 | +3 | +6 | +6 | Spell-like abilities (teleport, wall of force), +1 Int |
10 | +7/+2 | +3 | +7 | +7 | Fear aura, Baffle detection, +1 Str, +1 Wis |
11 | +8/+3 | +3 | +7 | +7 | Manipulate form (one class level), +1 Int |
12 | +9/+4 | +4 | +8 | +8 | Progenitor fang, Spell-like abilities (polymorph), +1 Cha |
13 | +9/+4 | +4 | +8 | +8 | Spell-like abilities (delayed blast fireball, chain lightning), +1 Int |
14 | +10/+5 | +4 | +9 | +9 | Manipulate form (two class levels), +1 Con, +1 Wis |
15 | +11/+6/+1 | +5 | +9 | +9 | Serpent magic, +1 Str, +1 Int |
16 | +12/+7/+2 | +5 | +10 | +10 | Spell-like abilities (analyze dweomer), +1 Cha |
17 | +12/+7/+2 | +5 | +10 | +10 | Manipulate form (three class levels), +1 Int |
18 | +13/+8/+3 | +6 | +11 | +11 | Spell-like abilities (meteor swarm), +1 Wis |
19 | +14/+9/+4 | +6 | +11 | +11 | Spell-like abilities (polymorph any object), +1 Int |
20 | +15/+10/+5 | +6 | +12 | +12 | Manipulate form (four class levels), +1 Str, +1 Cha |
21 | +15/+10/+5 | +7 | +12 | +12 | Manipulate form (all creatures), +1 Con, +1 Int |
Class skills (2+Int): Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Spot
Proficiencies: A sarrukh is proficient with simple weapons and light armor, as well as its own natural weapons.
Scaled One: Scaled Ones include creatures with the reptilian subtype, lizardlike and snakelike creatures, but not dragons. Creatures with the Snake Blood feat or a graft taken from a Scaled One (most commonly yuan-ti) are also considered Scaled Ones.Progenitor Body: The sarrukh loses all other racial bonuses, and gains Monstrous Humanoid traits (darkvision 60ft), a land speed of 30ft, and resistance to fire 10. It gains two claws (1d4) as primary natural weapons, a bite (1d6) as a secondary natural weapon, and its natural armor bonus is equal to its Constitution modifier. The sarrukh may deliver touch spells through its bite attack as if it were an unarmed strike.
Sarrukhs may have either humanoid legs or a snake tail - in the latter case they cannot wear magic boots but can wear two magic belts rather than one.
A sarrukh who multi-classes into an arcane or divine casting class can count his sarrukh levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a sarrukh 3 who took 1 level of wizard could choose to have CL 4, get 3 [2nd] level spell slots, 1 [1st] level spell slot, 1 [2nd] level spell known and 1 [0th] level spell known. He wouldn't get the spells known and spell slots of a wizard 3 however. He would get the familiar ability, but sarrukh levels wouldn't count for it.
Sleep Touch (Sp): As a standard action, a sarrukh can cause one creature of its HD+3 or lower to fall asleep for 1 minute/level as a melee touch attack. A Will save (DC = 10 + half your HD + your Cha modifier) negates this effect. This otherwise functions as the
sleep spell.
Spell-like Abilities (Sp): The sarrukh gains a number of spell-like abilities as it gains levels (caster level equals his HD):
At 1st level he can use
disrupt undead 2/day per HD. This ability deals +1d6 damage for every 2 HD the sarrukh possesses.
At 2nd level he can use
magic missile 2/day per HD. By expending an additional daily use of this ability he can increase the maximum number of missiles by 1, presuming he has a high enough caster level to generate that many missiles (eg. a 13HD sarrukh could expend three uses of this ability to fire seven missiles)
At 4th level he can use
invisibility and
knock 1/day per HD. At 10HD he may use one of these abilities as a swift action by expending two daily uses.
At 6th level he can use
fireball and
lightning bolt 2/day per HD. At 11HD he may increase the damage caps of these spells by +2d6 for every additional daily use he expends (his caster level must still be high enough to deal that much damage).
At 9th level he can use
teleport and
wall of force 1/day per 3 HD.
At 12th level he can use
polymorph 1/day per 2 HD.
At 13th level he can expend a use of his
fireball SLA to use
delayed blast fireball, or his
lightning bolt SLA to use
chain lightning.
At 16th level he can use
analyze dweomer 1/day per 2 HD.
At 18th level he can use
meteor swarm 1/day per HD.
At 19th level he can expend a use of his
polymorph SLA to use
polymorph any object.
Manipulate Form (Su): A sarrukh can modify the form of any living Scaled One other than another sarrukh. If the target succeeds on a Fortitude save (DC = 10 + half your HD + your Wis modifier) he is unaffected. Regardless of success or failure a creature targeted by your Manipulate Form ability is immune to it for the next 24 hours, but not to the Manipulate Form of other sarrukhs. The effects of Manipulate Form are permanent, and only a
wish or
miracle spell can return an affected creature to its original shape (though another use of Manipulate Form may be able to approximate it).
At 2nd level the sarrukh can use this ability to change a creature's physical appearance, granting a +5 bonus on Disguise checks. The process takes 1 hour, during which the sarrukh must be in physical contact with the creature at all times; interrupting the procedure results in the target being unaffected.
At 5th level 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.
At 8th level the sarrukh can retrain the creature's most recent feat into any Monstrous feat for which it meets the prerequisites. The process now takes 1 minute.
At 11th level the sarrukh can retrain the creature's most recent class level into a level of any monster class other than sarrukh. The creature does not lose its existing racial traits unless all of its class levels are replaced in this manner (a creature with the
Monster Blood and Monster Hybrid feats can do so even then).
At 14th level, the sarrukh can retrain the creature's two most recent class levels into monster classes. Whenever he retrains a level at which the character gained a feat, the sarrukh can retrain the feat into any Monstrous feat for which it meets the prerequisites. The process now takes 2d4 rounds.
At 17th level, the sarrukh can retrain the creature's three most recent class levels into monster classes.
At 20th level, the sarrukh can retrain the creature's four most recent class levels into monster classes. The sarrukh can now deliver Sleep Touch and Manipulate Form with a single melee touch attack, and need not remain in contact with the target while it transforms.
At 21st level, the sarrukh can use this ability on any living creature other than a sarrukh, not just Scaled Ones. Creatures affected by this ability become Scaled Ones.
Immunity to Fire (Ex): At 3rd level the sarrukh loses his fire resistance and gains immunity to fire.
Poison (Ex): At 3rd level the sarrukh's bite becomes poisonous, dealing initial and secondary damage of 1d6 Strength (save DC = 10 + half your HD + your Con modifier). At 6th level the poison improves, dealing both Strength and Constitution damage.
Identify (Su): At 5th level a sarrukh can study an item for 1 minute in order to determine its magical properties. This otherwise functions as the
identify spell.
See Invisibility (Su): At 7th level a sarrukh can see invisible creatures as if under the effects of a continuous
see invisibility spell.
Spell Resistance (Su): At 7th level the sarrukh gains spell resistance equal to 11 + his HD. He may raise or lower this spell resistance as a free action.
Cult Leader (Ex): At 8th level a sarrukh begins to attract members of its former servitor races. This functions as the Leadership feat except that the sarrukh gains only followers (not a cohort) and all followers must be Scaled Ones. These followers stack with those granted by the Leadership feat, if you have it.
Baffle Detection (Su): At 10th level a sarrukh can use
misdirection and
nondetection as supernatural abilities at will (caster level equals his HD), except that he may only target himself.
Fear Aura (Su): At 10th level, a sarrukh can create an aura of fear in a 10ft radius around himself. Summoning or dismissing this aura is a free action. Enemies within this radius must make Will saves (DC = 10 + the half the sarrukh's HD + his Cha modifier) or become panicked for 1 minute. A creature who succeeds on a save instead becomes shaken for 1 round, and cannot be affected by that sarrukh's fear aura for 24 hours. Other sarrukhs are immune to this ability.
Progenitor Fang (Su): At 12th level, any form of poison used by the sarrukh (including [Poison] spells) ignores immunity to poison and immunity to ability damage. This ability functions only for the sarrukh (i.e. poison milked from the sarrukh's fangs and used by others does not have this property, but weapons soaked in black lotus extract and wielded by the sarrukh do). Whenever the sarrukh's poison would deal Constitution damage to a creature which lacks a Constitution score, it deals Charisma damage instead.
Serpent Magic (Su): At 15th level when the sarrukh casts a spell or spell-like ability which allows a saving throw, targets are affected again 1 minute later as if it had been cast on them again. An effect modified by this ability gains the [Poison] descriptor. The sarrukh can choose not to use this ability if he wishes.
Added some additional SLAs along the same lines. Sleep Touch is derived from the sleep SLA and Manipulate Form's side-effect of knocking things unconscious.
The original's claw damage was listed as 1d8, which I assume was a typo - lowered to 1d4.
Progenitor Fang is a new ability which makes poison usable at higher levels and vs undead (whom sarrukhs don't seem to like). Serpent Magic gives them something unique.
Over the course of 21 levels the sarrukh gets +4 Str, +3 Con, +11 Int, +5 Wis, +5 Cha. However, it has few ways to use its Int. The original monster had slightly higher Con than Wis/Cha, but still had low hp due to being a CR 21 monster with only 14 HD.