Sarap

A large two-legged lizard, this creature has been domesticated and used as a mount or pack animal in the warmer climates of Atheles. Its relatively high cost of upkeep and training keeps this powerful beast from becoming a commonly domesticated animal though.

Swift and agile, saraps have been domesticated for use as a formidable transport. While these are quite loyal and tame, wild saraps should be avoided at all costs, as they are quite deadly. In the wild, saraps are typically found in packs, or at least in pairs. Very rarely are they encountered individually. They hunt with extreme efficiency, using cunning tactics that indicate an intelligence beyond that of most animals.

—Zoological Encyclopedia

Sarap

CharacteristicsCV2
StatScore%Speed60’
STR20100HP38
CON1890Dmg Mod1d6
SIZ20100AV2
INT630ClassAnimal
ACU1050TypeDraconian
DEX1260Horror–
SOC420TreasureHarvestables
  • Attack: (2) Talons 80% 2d6+5+2d6; Bite 70% 1d8+5+2d6
  • Skills: Dodge 65%, Grapple 80%, Hide 55%, Listen 70%, Spot 70%, Stealth 55%, Survival 60%
  • Special: Low-Light Vision, Natural Reflexes, Pounce, Scent
  • Weaknesses: Cold
  • Habitat: Deserts and arid badlands
  • Encounter: Solitary, Pair, or Pack (3–12)

Pounce

A sarap is capable of throwing its entire body into a devastating charge. If it moves at least 20’ in a straight line toward a target before attacking, it may make both Talon attacks against that target.

Natural Reflexes

Saraps possess extraordinarily fast reactions and are rarely caught unaware. They gain +5 on DEX to initiative.

Scent

A sarap can detect creatures by scent within 30’. This increases to 60’ if the target is upwind and decreases to 15’ if it is downwind.

The sarap initially knows only that a creature is present and its general direction. Once within 5’, it can pinpoint the creature’s location.

Particularly strong odors can be detected at twice the normal distance, while overpowering scents can be detected at three times the normal distance.

Cold-Blooded

Saraps are adapted to the extreme heat of their desert environment and cannot survive prolonged exposure to cold. When the temperature falls below 40°F (4°C), a sarap suffers 1d6 damage per hour from exposure.

Remnants and Reagents

Sarap Hide (Remnant)

A sarap skin makes tough leather armor, which adds an additional +1 AV. But in cold weather, movement suffers -5’.

Value: 150 gp

Harvesting Difficulty: Average