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The Vorpal Tribble
2006-11-09, 10:00 AM
Shierum Serpent

Tiny Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 22 (+5 dex, +3 insight, +2 natural, +2 size), touch 20, flat-footed 17
Base Attack/Grapple: +3/-7
Attack: Bite +10 melee (1 plus venom of wisdom)
Full Attack: Bite +10 melee (1 plus venom of wisdom)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Venom of wisdom
Special Qualities: Darkvision 60 ft., immunity to confusion and insanity, incite insight, low-light vision, scent, tremorsense 40 ft.
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 6, Dex 20, Con 13, Int 2, Wis 17, Cha 11
Skills: Balance +13, Climb +13, Hide +9, Listen +14, Spot +10, Swim +6
Feats: Ability focus (venom of wisdom), Dodge, Weapon Finesse(B)
Environment: Warm Forest and Underground
Organization: Solitary or Circle (5-10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (small), 5-11 HD (Medium), 12-19 HD (Large)
Level Adjustment: -

A shierum serpent appears as a large, dark-red snake with what appears as shadows constantly looming around it and swirls of darkness moving along its scales. A frilly growth sprouts out from each side of its chin and partially down its body, flaring out dramtically when experiencing strong emotion.

Shierum serpents first showed during the religious ceremonies of a jungle people, slithering in and screeching out prophesies and warning. Many say that they are gatekeepers to the Spirit World and are occassionally inhabited by those on the other side to speak for them. As such these serpents are revered and doted upon in many a temple.

Combat
Shierum serpents tend to be more eager to run than fight in general, and are incredibly quick and swift. If cornered or in the throws of prophesy they are quick to anger and intensely fierce combatants, biting with blinding quickness.

A shierum serpent's natural attacks are considered magical for the purpose of overcoming damage reduction.

Incite Insight (Su): When exposed to instrumental or chanted music with a performance DC of 20 or more a shierum adds 3d6 Intelligence and 1d6 Charisma to their stats. It may speak in a language that though not resembling any other tongue can somehow be understood by all living, thinking beings. It may use Legend Lore once per minute, singing out random tidbits of information. Questions may be asked it while in this state, though there is only a 5% chance it will answer each round. For each time it is asked the same question there is a cumulative 1% chance added on that it will answer. Repeating too many times however is likely to eventually annoy it to the point of attack.

If the music stops it loses 1d4 points of intelligence per round (to a minimum of 2). When it is reduced to a score of 2 it loses this ability. If music continues to play, or is resumed, while it prophesizes, it only loses 1 point of intelligence per round. A new song, and therefore new performance check, must be played to restore its intelligence.

Venom of Wisdom (Ex): Those that are bitten by a shierum serpent must succeed on a DC 14 will save or take 1d6 points of dexterity damage as they become dizzy and disoriented, with unconsciousness as secondary damage. Those that fall unconscious from this venom suffer strange and enlightening visions, dead family or friends seeming to visit them and give them answers to their most pressing question. This acts as the Divination spell, except there is no chance of an incorrect answer. The save may be failed willingly, though damage is still taken. The save DC is Constitution-based.

Skills: Shierum serpents have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Balance, Climb, and Listen checks. The serpent can always choose to take 10 on a Climb check, even if rushed or threatened. They use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A shierum serpent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

InaVegt
2006-11-09, 10:08 AM
I can so imagine an evil society of fortunetellers using these on prisoners to find out more about the future.

The Vorpal Tribble
2006-11-09, 10:15 AM
I can so imagine an evil society of fortunetellers using these on prisoners to find out more about the future.
Don't know that it'd work that well. The prisoner would only gain visions relating to their own questions. If anything it'd just show them a way out of their predicament.

InaVegt
2006-11-09, 10:17 AM
But what if you tell someone continiously if you tell us who will defeat <insert famous paladin here> we will let you go, for months, wouldn't it become a question of which they would want the answer, and as such you let them be bit after that.

Shiny, Bearer of the Pokystick
2006-11-09, 10:29 AM
But what if you tell someone continiously if you tell us who will defeat <insert famous paladin here> we will let you go, for months, wouldn't it become a question of which they would want the answer, and as such you let them be bit after that.
"N-nooo-ones, yisssss. He'sss right behind yousss."
KTHUNK KTHUNK.

Anyways.

Personally, I like it; it provides a very nice mechanical justification for a very cool mythological theme (the association of serpents and oracles, that is).
And there are DM-friendly uses galore for that wisdom venom.

The Vorpal Tribble
2006-11-09, 02:28 PM
But what if you tell someone continiously if you tell us who will defeat <insert famous paladin here> we will let you go, for months, wouldn't it become a question of which they would want the answer, and as such you let them be bit after that.
Mmm, possibly. It'd be up to the DM though.