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Herensugue

This enormous serpent measure more than 50-feet long, and has the scent of an attractive perfume. Sounds of revelry emanate from all around. The trunk of the serpent supports seven long necks, each with a skeletal, serpentine head that bares venomous fangs. Its scales are a pale and sickly yellow with an occasional brown scale lending to its blotchy appearance.

Originally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Full netbook can be found on the following website

The Book of Fiends

Legends abound of the herensugue, telling of a fearsome monster that lives in caves, luring its meals through its music and appealing smell. Despite the tales, the herensugue dwells primarily in the Abyss, preferring layers with rocky and mountainous topographies. From time to time, one or more herensugue slips from the Abyss and nests on the Material Plane where it brings the legends of its horror to life.

Some demonologists believe there is some connection between the herensugue and the hydra, given the multiplicity of heads and legendary status. There are some fundamental differences, and given the scarcity of this creature, it is no wonder that many sages discount it as another variety of hydra. Herensugue have special organs in their jaws, which allow them to replicate sounds of eerie but alluring music. In addition, they have glands underneath their jaws that can squirt pheromones up to 15-feet away. The pheromones smell of flowers, ale, musk or anything else to which a traveler might be drawn. Finally, herensugue have a fixed number of heads – no more and no less than seven.

Herensugue understand, but do not speak, Abyssal and Common.

Herensugue
Gargantuan magical
beast
(Extraplanar)
Hit Dice12d10+87 (153 hp)
Initiative+5
Speed30 ft. (6 squares)
Armor Class19 (-4 size, +1 Dexterity, +12 natural), touch 7,flatfooted 18
Base Attack/Grapple+12/+32
Attack7 bites +20 melee (2d8+8 and poison)
Full Attack7 bites +20 melee (2d8+8 and poison), tail+15 melee (3d6+12 and poison)
Space/Reach20 ft./15 ft.
Special AttacksLure, poison, smite good
Special QualitiesDarkvision 60 ft., damage reduction 10/magic, fast healing 5, immune to poison, Low-Light Vision, resistance to cold 10, fire 10, Scent, Spell Resistance 17
SavesFort +15, Ref +9, Will +6
AbilitiesStrength 27, Dexterity 12, Constitution 24, Intelligence 5, Wisdom 10, Charisma 14
SkillsListen +9, Spot +10
FeatsAlertness, Combat Reflexes B, Improved Initiative,Improved Natural Attack (tail), Iron Will, Weaponfocus (bite)
EnvironmentThe Abyss or any Mountains
OrganizationSolitary
Challenge Rating14
TreasureStandard
AlignmentAlways chaotic evil
Advancement13-24 HD Gargantuan, 25+ HD Colossal
Level Adjustment

Combat

Though the herensugue are quite capable of destroying most opponents outright, they prefer to attack from positions of cover, such as cave mouths, defiles or box canyons. Employing the natural protection afforded by such sites, they use their lure ability to attract humanoids into their demesne. Once the victim draws near, each head strikes. Because each head acts independently, the herensugue can attack with all seven heads even aftermoving more than 5-feet. Herensugue attacks are considered magical for purposes of overcoming damage reduction.

Lure (Ex): From their skeletal maws, they emit sounds that mimic music, voices and laughter. Additionally, from glands at the base of their jaws,they squirt a stream of concentrated pheromones smelling of sexuality, food, or anything else appealing. Any living creature coming within 30 feet of aherensugue’s lair must attempt a Will save (DC 18) to avoid the effects of the lure. Should the victim fail his saving throw, he walks into the monster’s lair, whereby he stands dumbly before the herensugue, dazed. Each round, he may attempt another save against the DC, but at a cumulative -2 morale penalty. The effects of this ability end as soon as the monster attacks. This ability is Charisma-based.

Poison (Ex): All of the herensugue’s heads and their tails carry toxic venom. Every successful bite attack deals poison damage, forcing the victim to attempt a Fortitude save (DC 23) or suffer 1d4 points of permanent Wisdom damage. Ten rounds later, if they fail the save against the poison’s secondary effects, the poison deals 1d6 points of permanent Constitution and Wisdom damage. On a successful tail attack, the victim must attempt a Fortitude save (DC 23) or the poison deals 1d4 points of permanent Constitution damage and 1 minute later, renders the victim unconscious for 2d12 rounds.

Smite Good (Su): Each of the herensugue’s heads may attempt a smite-good attack once per day. If they succeed against a viable target, they deal anadditional 12 points of damage.

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