Law's Ebberon Monster #5 (Ses'Rin)

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Law's Ebberon Monster #5 (Ses'Rin)

Heres my 5th ebberon monster hope you like it. This one is not realy that nice and if it gets the jump on any PC they might not live very long.

Ses’Rin
Large Aberration (Fire, Psionic)

Hit Dice: 16d8+112 (184 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares) (60 ft. When psionically focused)
AC: 28 (+3 Dex, -1 size, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +12/+23
Attack: +3 Psychokinetic* Burst Salamander Longspear** +23 melee (2d8+10 plus 1d4 plus 1d8 fire)
Full Attack: +3 Psychokinetic* Burst Salamander Longspear** +23/+18/+13 melee (2d8+10 plus 1d4 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Heat, Psi-like abilities
Special Qualities: Damage reduction 10/byeshk and magic, Hold Breath, Power resistance 27, immunity to fire, vulnerability to cold, Weapon Familiarity
Saves: Fort +12, Ref +8, Will +14
Abilities: Str 25, Dex 16, Con 25, Int 10, Wis 18, Cha 13
Skills: Climb +16, Concentration +21, Jump +16, Spot +13
Feats: Greater Powerful Charge***, Powerful Charge***, Pecise Swing***, Skill Focus (Concentration), Speed of Thought*, Strong Mind***, Weapon Focus (Salamander Longspear)
Environment: Underground
Organization: Solitary, cell (2-12), band (2-5 plus 2-12 Dolgaunt plus 3-15 chokers or 6-24 dolgrims), or company (7-12 plus 1 3rd-level ses’rin Psychic Warrior plus 14-24 dolgaunts and 40-90 dolgrims)
Challenge Rating: 17
Treasure: Double standard (nonflammables only) and +3 Psychokinetic* Burst Salamander Longspear**
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +7

You see a large deep green scaled lizard man with a large tail a Blue Ridge running from the top of its head to the tip of its tail. There also seams to be a lot of heat coming off its body the odd smell of brimstone in the air.

Creatures of fire and hate, the Ses’Rin look like a cross between a demon and a lizardman. They are strictly carnivorous creatures and seem to prefer elven and human flesh above everything else.

Ses’Rin are a recent addition, having just been released from an eon long stasis in the recently discovered underground complex of Rashen in the mournland. Their stasis was interrupted when a group of adventurers broke the seals of their chamber in the lower reaches of the complex.

None are left from the original group but subsequent expeditions have uncovered disturbing facts about the creatures and the complex itself. The lower reaches bear the mark of Illithid construction and the remnants of their chamber seals showed that they where made using psionics and not magic. If the translation of the Mindflayer’s scriptures is correct, the complex must have been an outpost of the ancient Daelkyr invasion and the Ses’Rin were bred to serve as elite troops or enforcers of their rule.

It seems that they were created from an extinct race of lizardmen with psionic potential and were subsequently crossbred with fire salamanders. How such a union was possible remains a mystery. It is certain that they proved to be uncontrollable and the few that the Daelkyr did managed to employ, they did so with the aid of psionic headgear that made them susceptible to the domination powers of there mindflayer servants.

Combat
The Ses’Rin will try to power up using all of its powers before it will go into for a strike. They hope to kill one of their targets in one hit if they can. They are in a sense a killing machine that will stop at nothing until every thing they want to kill is killed.
Heat (Ex): A ses’rin generates so much heat that its mere touch deal additional fire damage. Ses’rin’s metallic weapons also conduct this heat.
Psi-Like Abilities: At will—Burst, Offensive Precognition (+6 insight bonus on attack rolls*), Offensive Prescience (+7 insight bonus on damage rolls*); 5/day-Dissolving Weapon (+10d6 points of acid damage*), Wall Walker; 3/day-Empathic Feedback (16 points*), Psionic Keen Edge; 1/day-Breath of the Black Dragon (16d6, DC 20*), Psychofeedback, Weapon of Energy. Manifester level 16th. The save DCs are Wisdom-based.
*Includes augmentation for the ses’rin’s manifester level.
Hold Breath: A ses’rin can hold its breath for a number of rounds equal to four times in Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Weapon Familiarity: Ses’rin treat the salamander halfspear and the salamander longspear (see chapter 5: Equipment in Savage Species) as a martial weapon rather than as an exotic weapon.

*See the Expanded Psionics handbook for this feat, weapon ability, ect..
**See Savage Species for this feat, special ability, ect..
***See the Eberron Campaign Setting for this feat, ability, ect..

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