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SERTROUS IN EBERRON<br />
The teachings of Sertrous have a subtle effect in Eberron,<br />
since the deities of this world are much less invested in the<br />
workings of their followers. Clerics who gain their powers<br />
from personal faith rather than service to a deity are common,<br />
and as a result the heretics of the Vanguard can efficiently<br />
conceal the nature of their beliefs.<br />
The Serpent Reliquary’s entrance is located on a remote<br />
island in the northeastern Lhazaar Principalities. Far enough<br />
out of the way that it serves no real naval role, this nameless<br />
rock is little more than 300 yards in diameter and hosts flocks<br />
of deformed wyverns in its crags. Many pirates have buried<br />
their treasures here, but to date none have discovered the<br />
shallow cavern that hides the secret door that opens into the<br />
Reliquary’s entrance.<br />
SERTROUS IN FAERÛN<br />
Faerûn has a large number of deities, and even those who<br />
choose not to worship a deity have specific fates to look<br />
forward to in the afterlife. As part of the world-changing<br />
menace, those who worship Sertrous and do not venerate<br />
the gods do not travel to the Fugue Plane when they die.<br />
Although technically these souls are counted among the<br />
False, they escape punishment in the City of Judgment and<br />
pass directly into Sertrous’s realm in the Abyss to await his<br />
return. Worshipers of Kelemvor who know of this hold a<br />
special hatred for the Vanguard as a result.<br />
The entrance to the Serpent Reliquary is hidden far<br />
from traditional yuan-ti dwellings to minimize accidental<br />
discovery. This entrance is an out-of-place standing stone<br />
carved of deep purple porphyry protruding from a low<br />
mound of earth on the far side of the Lake of Tears from<br />
Castle Perilous. The standing stone has been the obsession<br />
of several bickering orc tribes for many centuries,<br />
although none of them know of the secret ritual that<br />
causes the stone to split apart, forming a shimmering<br />
archway that transports those who pass through into the<br />
Reliquary’s entrance.<br />
SERTROUS<br />
When resurrected, Sertrous appears as an immense<br />
nightmare of slimy coils and shining scales. His aspect is<br />
serpentine only because that is the closest analogy the fragile<br />
mortal mind can assign to his writhing bulk, a sight that can<br />
instill a paralyzing fear of all things snakelike.<br />
Sertrous’s body is a sickly green with a pale yellow belly.<br />
Winding red stripes run down his length like rivers of<br />
blood. Two serpentine arms split off his central body at<br />
approximately his midsection, each ending in a three-taloned<br />
claw. His head is that of a deformed snake with dead black<br />
eyes, its jaws split so that when it opens its many-fanged,<br />
five-jawed maw it looks like the bloom of an unholy and<br />
monstrous flower.<br />
Sertrous once dwelt on the bleak and poisonous 380th<br />
layer of the Abyss, a realm of fens and black bottomless lakes<br />
called Hungry Tarns. As his power grows, this realm becomes<br />
increasingly infested with serpentine menaces.<br />
Aspect of Sertrous CR 22<br />
hp 460 (23 HD); fast healing 10; DR 20/cold iron and lawful<br />
CE Gargantuan outsider (chaotic, evil, extraplanar, obyrith)<br />
Init +7; Senses blindsight 500 ft., darkvision 60 ft., true seeing;<br />
Listen +31, Spot +31<br />
Aura form of madness (60-ft. radius, Will DC 30), poisoner’s<br />
breath (240-ft. radius, Fort DC 33)<br />
Languages Abyssal, Aquan, Celestial, Infernal; telepathy<br />
1,000 ft., tongues<br />
AC 39, touch 9, flat-footed 36<br />
Immune acid, anathematic secrecy (malefi c property), poison,<br />
impervious to the divine (malefi c property), elder<br />
evil immunities (page 6)<br />
Resist cold 20, electricity 10, fi re 20; SR 33<br />
Fort +25, Ref +16, Will +18<br />
Speed 50 ft. (10 squares)<br />
Melee bite +35 (6d6+16 plus poison) and<br />
2 claws +33 each (2d6+8) and<br />
tail +33 (4d6+8)<br />
Space 20 ft.; Reach 20 ft.<br />
Base Atk +23; Grp +51<br />
Atk Options Awesome Blow, Improved Bull Rush, Power Attack,<br />
constrict 4d6+16, improved grab, poison (Fort DC 33, 2d6<br />
Con/2d6 Con), souldrink<br />
Special Actions Dark Speech, poisoned whisper<br />
Spell-Like Abilities (CL 23rd):<br />
At will—astral projection, desecrate, detect good, detect<br />
law, fly, greater dispel magic, greater teleport, poison<br />
(DC 21), telekinesis (DC 22), unhallow, unholy blight<br />
(DC 21)<br />
3/day—quickened poison (DC 21), symbol of insanity (DC<br />
25), veil (DC 23)<br />
1/day—scintillating pattern (DC 25)<br />
Abilities Str 42, Dex 16, Con 34, Int 22, Wis 20, Cha 25<br />
SQ nondetection, sign (infestation)<br />
Feats Ability Focus (form of madness), Awesome Blow,<br />
Dark Speech, Improved Bull Rush, Improved Initiative,<br />
Multiattack, Power Attack, Quicken Spell-Like Ability<br />
(poison)<br />
Skills Bluff +33, Climb +42, Concentration +38, Diplomacy<br />
+15, Hide +17, Intimidate +37, Knowledge (history) +32,<br />
Knowledge (nature) +32, Knowledge (religion) +32,<br />
Knowledge (the planes) +32, Listen +31, Move Silently<br />
+29, Sense Motive +31, Spot +31, Swim +42<br />
True Seeing (Su) As the true seeing spell; continuous; caster<br />
level 20th.<br />
Form of Madness (Su) Any creature within 60 feet that observes<br />
Sertrous must attempt a DC 30 Will save. Failure<br />
indicates the victim develops an overwhelming fear of<br />
snakes and serpentine creatures (including hydras, golothomas,<br />
yuan-ti, and Sertrous himself).<br />
As long as a serpentine creature is in sight, the victim<br />
is distracted and takes a –4 penalty on Will saving throws.<br />
It also takes a –4 penalty on attack rolls against these<br />
types of creatures. In the fi rst round of combat against a<br />
serpentine creature, the victim must make a DC 28 Will<br />
save or be paralyzed with fear for 1d6 rounds.<br />
Heal or greater restoration can cure the effect if the<br />
caster succeeds on a DC 30 caster level check. Miracle<br />
or wish automatically cures the condition. A creature that<br />
succeeds on this save is immune to Sertrous’s form of<br />
madness for 24 hours. Blindness is no protection against<br />
Sertrous’s form of madness—his presence is an affront<br />
to all fi ve senses. This is a mind-affecting fear ability that<br />
does not affect chaotic evil outsiders or yuan-ti.<br />
CHAPTER 8<br />
SERTROUS<br />
115