Sarab Pool

Large fey, chaotic evil

Armor Class 10
Hit Points 65 (10d10+10)
Speed 0

STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 13 (+1) 1 (-5) 10 (+0) 9 (-1)

Damage Immunities bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities: Blinded, frightened, paralyzed, petrified, restrained
Damage Resistances cold, fire, Psychic
Senses blindsight 30ft
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Peaceful Illusion. Any creature that comes within 30 feet of the sarab must make an Intelligence save (DC 15). Anyone who fails this save will see the sarab and the area around it as a peaceful grove with a small pool. They will not be able to see or hear anything else. Even someone being slaughtered a few feet from them would be invisible to them. Anyone who makes the save sees the area as it is, which will initially seem to be the same as if they did not save.
  • Portal of Death. The first person to step within 5 feet of the sarab will see an additional illusion, creating an illusion of a portal before the character’s eyes. Beyond the portal is something the character desperately wants. The target must make an Intelligence save (DC 15) or completely believe the portal is real. If the target steps through the portal, they sink into the sarab and are automatically grappled.

ACTIONS

  • Drown. If the sarab has someone grappled at the beginning of its turn, it automatically uses its drown attack, forcing the water into the victim’s lungs. The target automatically takes 15 (2d10+4) necrotic damage.
  • Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage. In addition, the sarab tries to grab the target and draw it into itself to drown it. The target and the sarab must make opposed strength rolls. If the target succeeds, it escapes. If it fails, it is drawn into the pool and grappled. While the sarab has a creature grappled, it cannot use its grab attack.
  • Grapple. Any creature grappled by the sarab can attempt to escape as an action. They must succeed at either a Strength (athletics) or Dexterity (acrobatics) attempt at a difficulty of 18 to escape. The sarab can only grapple one creature at a time.

ABOUT

Sarab pools are rare, magical pools that dwell in old glades of ancient forests. They appear as pools of still water to anyone who comes across them. But they are, in fact, mindless creatures of fey that unknowingly trap and kill the unwary through a combination of illusions and sorcery. The glade around the sarab pool is amazingly beautiful with old-growth, moss-covered, oak or elm trees with tangled roots, wildflowers growing amidst deep lush grass, and the like. The sarab pool fosters its own environment, protecting it in many ways and allowing it to grow safe from man or beast.

Fey Cursed. The sarab is created by renegade fey magic, causing peaceful pools of water to become cursed with a need to kill. The sarab are mindless, but they act with purpose.

Ambush Killers. The sarab tries to draw in victims with its illusions, drowning them one at a time. If it is unable to do so, it will try to grab those who stray too close. The creature is incapable of any action except trying to grab victims by any means available to it.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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