# Seryulin
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d6 (×2)
> >bite: 1d8 (×2)
> >Melee/Ranged: +11/+7
> >Secondary: +6/+2
> >Multiattack: +9/+5
> >M/R_PA: +11/+7
> >2nd/PA: +6/+2
> >MA_PA: +9/+5
> >Itterative: 2
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 20; Dex: 16; Con: 17; Int: 14; Wis: 17; Cha: 16
> > xFeat:: 4/5 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Seryulin</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Aberration (aquatic)
**Init** +1
**Senses** blindsense 30 ft., darkvision 60 ft.; **Perception** +15
#### defense
**AC** 20, 10 touch, 19 flat-footed (+1 Dex, +10 natural, -1 size)
**hp** 60 (10d8+20)
**Fort** +5, **Refl** +6, **Will** +9
**Feint** 19, **Demoralize** 22
**DR** 5/piercing or slashing
**Resist** acid 10
#### offense
**Speed** 50 ft., swim 50 ft.
**Melee** 2 slams +23 (1d8+9 plus pain toxin), bite +20 (1d8+4)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** pain toxin, slick, sticky spray
#### statistics
**Str** 20, **Dex** 12, **Con** 14, **Int** 8, **Wis** 14, **Cha** 13
**BAB** +7, **CMB** +13, **CMD** 24, **TA** +11, **RTA** +7
**Feats** [[Improved Initiative]], [[Lightning Reflexes]], [[Multiattack]], [[Weapon Focus]] (slam)
**Skills** Escape Artist +14, Perception +15, Swim +26
**Languages**
#### special abilities
### 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.
### 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.
### 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 succeed at 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.