|Hit Dice:||18d8+144 (225 hp)|
|Initiative:||+10 (+6 Dex, +4 Improved Initiative)|
|AC:||30 (-4 size, +6 Dex, +18 natural), touch 12, flat-footed 24|
|Base Attack/Grapple: ||+13/+38|
|Attack:||Bite +22 melee (4d6+19/19-20 plus disease)|
|Full Attack:||Bite +22 melee (4d6+19/19-20 plus disease)|
|Space/Reach:||20 ft./20 ft.|
|Special Attacks:||Fearful presence, swallow whole, disease|
|Special Qualities:||DR 15/piercing, acidic flesh, quickness, fire and cold resistance 10|
|Saves:||Fort 19, Ref 14, Will 9|
|Abilities:||Str 36, Dex 22, Con 27, Int 7, Wis 16, Cha 16|
|Skills:||Hide* +20, Listen* +17, Move Silently +12, Spot* +17|
|Feats:||Alertness, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Snatch|
|Challenge Rating: ||16|
|Alignment:||Always Chaotic Neutral|
|Advancement:||19 to 36 HD (Gargantuan);|
37 to 54 (Colossal)
- A Sakarabru resembles a huge man-like being, who has no arms. Its skin is a thick porous hide much like a salamanders,
and colored a very dark dirty blue with black stripes like a tiger. Its head is vaguely manlike, though large, with a mouth
whose teeth are shiny sharp. Its eyes are yellow with black, cat-like pupils. A rough mane of hair comes down from its
head to just below its shoulders. The Sakarabru is a skilled, nocturnal stalker in the forest and, despite it's size, it can move
quietly. It is an unnaturally quick and fast creature.
- A Sakarabru hunts its prey and waits for a moment of weakness, attacking while its quarry eats, sleeps, while distracted by
combat. It waits, still, and watches from the tall trees, then charges so that its frightful presence causes panic and it is
free to pick from the crowd beneath it. Sakarabru are also known to prowl jungle villages at night, having dispatched of
sentries, and make soft noises at the backs of huts until children or parents come to investigate, then eat them up whole
before alarm can be sounded. In some ways, they are the bogeyman of the jungle.
Sakarabru commonly use their Snatch feat to quickly bite and grapple opponents with their
mouth without incurring an attack of opportunity, and then use their next standard action to swallow the grappled opponent
Frightful Presence (Ex): When a Sakarabru charges into combat or surprises
its opponents it may strike fear into the hearts of those who witness it. All creatures within 30 feet who witness the Sakarabru
must make a Will save (DC 22) or become frightened and flee for 5d4 rounds. This is a mind-affecting fear affect.
Swallow Whole (Ex): A Sakarabru with a creature grappled in its mouth may
swallow the opponent whole with a successful grapple check. A swallowed opponent suffers bite damage, is considered
grappled within the Sakarabru's gullet, and takes 4d6+13 points of bludgeoning damage plus 3d6 points of acid damage
per round from the Sakarabru's digestive fluids. A swallowed creature can cut its way out by using a piercing weapon to
deal 35 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. A Gargantuan Sakarabru's interior can hold 4 large, 8 medium, 32 small,
128 tiny, or 512 diminutive or smaller opponents.
Disease (Ex): Creatures bitten by a Sakarabru risk contracting a debilitating
disease which causes their eyes to cloud with milky cateracts; their skin to painfully thicken, becoming porous and to
constantly ooze a sticky and mildly paralytic sweat. An immediate and successful Fortitude saving throw (DC 27)
wards the disease, otherwise it incubates and manifests its terrible symptoms 1d4 days later when the victim suffers the
following effects: 1d3 Dexterity damage, 1d3 Charisma damage, 1 Constitution damage. As the victims flesh thickens they
gain a +1 natural armor bonus for every three points of dexterity lost. Cateracts reduce the victims Spot checks by -5 grant
concealment (20% mischance) to opponents of the diseased. The thick and sticky sweat of the victim, which leaves
a residue behind on anything touched, carries disease pathogens and creatures which make physical contact with a disease
carrier or handle objects touched by the carrier within an hour of contamination risk becoming diseased themselves. Once
contracted and incubated, the disease continues to afflict its victim on a daily basis. Two consecutive and successful saving
throws free the victim of this disease from its effects.
Acidic Flesh (Ex): The spongy skin of a Sakarabru sweats a sticky acidic fluid.
Contact with its skin causes 1d4 points of acid damage per round of contact. The blood of a Sakarabru is much worse.
Strong enough to corrode metal, weapons which injure a Sakarabru must make a Fortitude save (DC 27) or suffer 3d6
points of acid damage.
Quickness (Su): Sakarabru are supernaturally quick. It can take an extra
standard action or move action during its turn each round.
Skills: Sakarabru are natural hunters whose senses approach excellence like that
of a dragon, little is unheard by their ears or unseen by their eyes, gaining them a +10 racial bonus to Spot and Listen
checks. A Sakarabru's skin coloration adapts its color to its surroundings, allowing it to become nearly invisible when moving
carefully or holding still, granting it a +15 racial bonus to all Hide checks.
- Having been loosed from control by the powers of the Dark One, the Sakarabru have become predators of whatever area
they were left in at the time of the end of the Black Scourge. Sakarabru will hunt nearly anything during the several months
while they are awake. Though they are known to be dormant and hibernate for several months at a time in between,
no one has ever seen a sleeping Sakarabru. Rumor says that the creatures are actually spirits who assume material form
and that when they sleep they become incorporeal. Sakarabru seem to prefer thick forests where the dark camouflage of
their skin lends them an advantage to stalking their prey.
- Though originally jungle dwelling creatures, the Dark One's armies have spread these creatures through out many more
temperate climates and so now they are occasionally found hunting in evergreen forests. Sakarabru tend to avoid large
open spaces unless in pursuit of prey and other, easier to catch food isn't available. Sakarabru are excellent hunters, the
signs of an active one within an area are hard to miss as the frequent disappearance of livestock, pets, travelers, and
townsfolk drastically rise. Sakarabru, though not particularly intelligent, are still very dangerous and cunning opponents;
they are capable of avoiding those who would hunt them. More often than not, a Sakarabru is at the top of the food-chain
in a given area.
- Sakarabru are thought to be creations of the Dark One. These creatures seem to have a endless appetite while engaged in
battle and often they were starved just before a large attack upon a city. The Dark One's ruthless attacks had little care for
the destruction they inflicted upon the citizenry. It is rumored that Sakarabru are originally creatures from the Ki'kiri Jungles, from which the Dark One took them and twisted their minds to evil