Seryulin (CR 7)

Large Aberration (Aquatic)
Alignment: Always neutral
Initiative: +5; Senses: blindsense 30 ft., darkvision 60 ft., Spot +8, and listen +9
Languages: understands Aquan, does not speak


AC: 20 (+1 Dex, -1 size, +10 natural), touch 10, flat-footed 19
Hit Dice: 10d8+20 (65 hp); DR: 5/piercing or slashing
Fort +5, Ref +6, Will +9
Speed: 50 ft., swim 50 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +16
Attack: Slam +12 melee
Full Attack: 2 slams +12 melee and bite +9 melee
Damage: Slam 1d8+5 plus pain toxin, bite 1d6+2
Special Attacks/Actions: Pain toxin, sticky spray
Abilities: Str 20, Dex 12, Con 14, Int 8, Wis 14, Cha 13
Special Qualities: Amphibious, cant be tripped, resistance to acid 10, slick
Feats: Improved Initiative; Lightning Reflexes; Multiattack; Weapon Focus (slam)
Skills: Escape Artist +9, Spot +8, Swim +13, and listen +9
Advancement: 11-20 HD (large)
Climate/Terrain: Aquatic
Organization: Solitary or clutch (2-4)
Treasure/Possessions: None

Source: Monster Manual III

Pain Toxin (Ex): Any living creature struck by a seryulin's slam attack is exposed to a substance secreted by the cilia around its upper body. Contact with this substance causes the target excruciating pain, and the target takes an additional 1d6 points of damage in the round after being struck. Damage reduction does not apply to this effect. Creatures with immunity to poison are immune to a seryulin's pain toxin.

Sticky Spray (Ex): Once per day, a seryulin can use a standard action to expel a 20-foot-radius burst of viscous goo from its body. Any creature in the area becomes entangled and must succeed on a DC 17 Reflex save or become glued to the ground, unable to move. A flying creature is not stuck to the ground, but it must succeed on the save or be unable to fly and fall to the ground. Seryulins, as well as their riders, are unaffected by the sticky spray. The save DC is Constitution-based.

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.

Can't Be Tripped (Ex): A seryulin's body shape makes it impossible for a foe to trip the creature. Any trip attempts against the seryulin automatically fail, as if the opponent had failed to win the opposed Strength check.

Slick (Ex): A slippery, quick-dissolving substance secreted by a seryulin's body makes it (and its rider) immune to any effect that usually impedes movement, such as paralysis, slow, a tanglefoot bag, or the seryulin's own sticky spray, much like the effect of a freedom of movement spell.

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.

Skills: A seryulin 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.

A seryulin also has a +8 racial bonus on Escape Artist checks due to its slick body (see above).

Carrying Capacity: A light load for a seryulin is up to 400 pounds; a medium load, 401-800 pounds; and a heavy load, 801-1,200 pounds. A seryulin's carrying capacity is calculated as if it were a quadruped.

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.