# Mlarraun
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacles: 1d4 (×2)
> >spitMelee/Ranged: +1/+5
> >Secondary: -4/+0
> >Multiattack: -1/+3
> >M/R_PA: +1/+5
> >2nd/PA: -4/+0
> >MA_PA: -1/+3
> >Itterative: 1
> > xDmg:: Str: -1; Str2: -1; StrOH: +0; StrPA: -1; StrPA2H: -1; StrPAOH: +0
> > xDCs:: Str: 10; Dex: 14; Con: 11; Int: 6; Wis: 12; Cha: 7
> > xFeat:: 1/1 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Mlarraun</div>
<div class="CR">CR 1 (400 XP)</div>
<div class="SOU">Serpent Kingdoms</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Magical Beast
**Init** +3
**Senses** darkvision 60 ft., low-light vision; **Perception** +1
#### defense
**AC** 16, 13 touch, 13 flat-footed (+3 Dex, +3 natural)
**hp** 10 (2d10)
**Fort** +3, **Refl** +6, **Will** +1
**Feint** 13, **Demoralize** 13
#### offense
**Speed** 20 ft., climb 20 ft., swim 20 ft.
**Melee** 10 tentacles +13 (1d4+3)
**Ranged** spit +5 touch (poison)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** poison, stone torpor
#### statistics
**Str** 8, **Dex** 17, **Con** 11, **Int** 1, **Wis** 12, **Cha** 2
**BAB** +2, **CMB** +1, **CMD** 14, **TA** +1, **RTA** +5
**Feats** [[Weapon Finesse]]
**Skills** Climb +12, Perception +1
**Languages**
#### special abilities
### Poison (Ex)
Bite or Spit—Contact; save Fort DC 11; frequency 1 / hour every 2 hours; initial effect blindness for 2d6 hours; secondary effect permanent blindness; cure 1 save. The DC save is Constitution-based.
### Stone Torpor (Su)
Any spell or magical effect that specifically targets a mlarraun causes it to instantly lapse into a torpor that lasts for 1d100 days. Its scales become hard and gray, though its body remains flexible. Contact with magic weapons or other magic items that do not specifically target the mlarraun does not trigger this change. While in this state, the mlarraun can be posed by manually adjusting its body. Enterprising artisans and trap designers sometimes shape the creature into handles for chests, ornamental 'scrollwork,' and the like. Such adjustments do not wake the mlarraun. In this form, the creature's natural armor bonus rises to +10. Damage in excess of one-half its original hit points awakens the mlarraun instantly, as does any spell that targets it. When it awakens, naturally or by other means, it bites or spits poison at the nearest creature.