Saracus

Legend says that thousands of years ago a single seed fell through the planes from some uncharted world. It fell for centuries, until finally it landed here. The seed was no different than any other, or so it seemed. And for millenniums it grew, seemingly no different from any other tree, except for an odd black hue on its wood. Then one day is began to bear perfectly spherical, white fruit. But the tree was so deep in the forest, so cut off from civilization, that only a handful of the bravest adventurers knew about it. Then, finally, almost a millennium ago, the fruit all fell from the tree at once, and glided on the wind like dandelion seeds. The fruit spread all over the world, and when they finally landed it was revealed that they were not fruit at all, but eggs. As soon as the eggs touched the ground they hatched, a wisp of white smoke flew out and dark, terrible beings formed. For a year these beings terrorized the world, and they crippled many empires, until finally they were eradicated. All but a few were destroyed, and the threat was over, or so the humans thought. They never found the tree, which had been named Saracus by its offspring, and in the centuries since it has been waiting, growing new fruit and preparing to release its offspring into the world yet again. Its time is close at hand, Saracus will release its eggs again soon.

Physically Saracus is a tall, black tree, decorated with glowing white spheres. It is said that Saracus lives in the darkest forest in the world, a place where no sane man would go. Saracus has attracted a number of aberrations and other horrible beings who find themselves inexplicably drawn to the tree. A number of cultists have also found the tree and guard it unceasingly, waiting diligently for its fruit to ripen and release, bringing the end of civilization with it. Saracus can grow hundreds or thousands of eggs, as many as a particular campaign requires. Saracus is also guarded by a handful of its surviving offspring, who have delved into the arcane arts and, with the help of a trio of hags, have found a “vulgar” way of reproducing by enchanting human females. The descendants of Saracus’ offspring are even more gruesome than their predecessors, the lack of genetic diversity has made them insane and beast like. But they still care for and protect Saracus with their lives.

The main creatures that Saracus produces are called “Xambites.” They are small, but aggressive and deadly. They are the foot soldiers and make up the majority of this species’ population. Xambites are small and muscular, with a stinger at the end of each of their six fingers per a hand. Their skin is a dark grey, almost black, and their eyes are white. Their teeth are jagged and stained and their blood is black. Xambites can take class levels, so long as the class does not grant divine abilities. Xambites cannot learn any language except for their own and cannot read and write.

For every hundred Xambites, a “Perin” is hatched. Perins are taller and thinned than their Xambite counterparts and are much more intelligent. Perins have a very small mouth that they use for eating, but it cannot produce words. Perins communicate telepathically with each other, with the Xambites and with other creatures. Perins have a pair of elegant, bat-like wings folded neatly into a gap on their back. While Perins can fly, they prefer to walk and only fly when they have to. The Perins’ function is a sort of caretaker for the Xambites, to take care of them and to organize them. They keep track of food supplies, as Xambites would eat everything within reach if they had the chance. Perins are known for being calmer than Xambites, and stereotypically have an air of sarcasm and boredom. They prefer for humanoids to surrender themselves peacefully, seemingly out of laziness, and their first action in a battle is to construct surrender conditions for the opponents. Perins can take class levels.

Xambites and Perins need to eat the flesh and drink the blood of hot-blooded creatures to live. Xambites need to eat twenty pounds of flesh a day and Perins need to eat ten pounds a day, though Xambites would eat much more given the chance. While all Perins and Xambites are technically sexless, they refer to themselves as male as opposed to Saracus as female. Perins and Xambites have a caste system, with Saracus, the “mother,” on top, Perins, the “older brother,” next and Xambites, the “younger brother,” at the bottom.

It is not known is Saracus can defend itself from attack, or if it is even conscious, but the Perins and Xambites refer to it as a powerful and conscious being.

Xambites
Small Aberration
Hit Dice: 9d8+27 (71)
Initiative: +2
Speed: 30 ft
Armor Class: 23 (+2 dex, +10 natural, +1 size)
Base Attack/Grapple: +6/+6
Attack: 2 Slams +11 or Slash +11 or Bite +11
Damage: 2 Slams (1d4+4) or Slash (1d6+4+poison) or Bite (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Poison
Special Qualities: Spell Resistance 22, Damage Reduction 5/Acid, Fast Healing 3, Durable Body, Incorporeal Form
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 18, Dex 14, Con 17, Int 5, Wis 9, Cha 3
Skills: Survival +12
Feats: Track, Iron Will, Lightning Reflexes, Great Fortitude
Environment: Any
Organization: Solitary, Band (3-5), Troop (7-8 with Perin) or more
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Leven Adjustment: -

Poison: Any creature hit by a Xambite’s slash attack is affected by its poison, fortitude save DC 20 to negate, initial and secondary damage paralysis. Xambites and Perins are immune to this poison.

Durable Body: Xambites can exist in any climate or plane easily. They do not take damage or penalties from unusually hot or cold climates and are immune to any elemental traits of a plane of existence.

Incorporeal Form: When Xambites sleep (five hours out of every day) they are incorporeal.

Perins
Medium Aberattion
Hit Dice: 26d8+78 (199)
Initiative: +4
Speed: 30 ft, fly 30 ft (poor)
Armor Class: 28 (+4 dex, +14 natural)
Base Attack/Grapple: +18/+20
Attack: Longsword +20/+20 or 2 Slams +20
Damage: Longswords (1d8+2) or 2 Slams (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-Like Abilities, Fire Line
Special Qualities: Damage Reduction 10/Acid, Spell Resistance 26, Fast Healing 10, Durable Body, Incorporeal Form, Fire Resistance 5, Cold Resistance 10, Sonic Resistance 20, Telepathy, Mark Xambites
Saves: Fort +26, Ref +26, Will +31
Abilities: Str 14, Dex 18, Con 19, Int 17, Wis 16, Cha 9
Skills: Survival +32, Knowledge (mathematics) +32, Knowledge (arcane) +32, Use Magic Device +34, Concentration +33
Feats: Track, Iron Will, Lightning Reflexes, Great Fortitude, Combat Reflexes, Spring Attack, Run, Quicken Spell-Like Ability (Dimension Door), Skill Focus (Use Magic Device)
Environment: Any
Organization: Solitary, Pair, Troop (with 7-8 Xambites) or more
Challenge Rating: 14
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
Level Adjustment: -

Spell-Like Abilities: At Will Dimension Door 1/Day Antimagic Field. All spells are cast as by an 18th level wizard.

Fire Line: Once every 1d4 rounds, a Perin can release a line of fire 100 ft long that deals 20d6 fire damage with a successful touch attack.

Durable Body: Perins can exist in any climate or plane easily. They do not take damage or penalties from unusually hot or cold climates and are immune to any elemental traits of a plane of existence.

Incorporeal Form: When Perins sleep (five hours out of every day) they are incorporeal.

Telepathy: A Perin can communicate with any creature that has a language within 100 feet.

Mark Xambites: A Perin can place an invisible mark any unmarked Xambite. A marker Xambite obeys the Perin that marked it, and a Perin can Command the Xambite, as the spell, at will. Xambites automatically know if a Xambite is marked.

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