DM Guide
The information below is almost exclusively intended for DMs: an explanation of the creature's behaviour, weaknesses, its unique abilities, and a full statblock to aid in rolling checks and contests where applicable. Characters may reasonably have the knowledge of the information in the above post. The information below is more OOC-facing and can be learned in detail via IC research (a research ticket or event) or known in vague, broad strokes where applicable: common sense applies! A Falstoner may have a vague idea of a Faded Steppe creature's abilities, but not specifics. For example: "the creature spews blood, but I don't know how, when, and what that looks like."
Not every spell, feat, or ability interaction is defined for beasts. DMs are expected to use their discretion when adjudicating interactions that are not explicitly covered. Additionally, the mechanics of bestiary creatures are set in stone and not open for adjustment unless specific issues are noted through DMed encounters.
Spoilers ahead... proceed with caution! Here be dragons!
Statblock
Boons
[Natural Camouflage] INT: Perception checks to spot a sarloth are made with an added -2 modifier.
[Tangling Tentacles] Even when high above its victims on a cavern ceiling, the sarloth’s tentacles can easily reach down toward them, focusing their attention on the largest targets first. However, these count as Melee attacks, not Ranged or Skirmishing attacks. As other targets make themselves known as a danger to the sarloth’s safety, they will also earn its attention.
- Grappling: These tentacles function as appendages, capable of Grappling players. The mechanics (action cost, rolls, etc.) are the same as normal Grappling mechanics, with the exception dealing 2 AP damage on successful grapples. The player may be hoisted up 4 blocks each round, including on the turn to Grapple. [Grappling Mechanics]
- Disarming: After successfully Grappling a target, a sarloth may also use the Disarm maneuver if it has a tentacle free. This does not immediately end the Grapple. [Disarming Mechanics]
- Ending the Grapple: As a free action, the sarloth may immediately end the Grapple. Should this result in falling further than 4 blocks, the player takes fall damage accordingly. [Fall Damage mechanics]
- Strangulation: After successfully Grappling a target, the sarloth may expend an action each turn to try and strangle them. Attempts to strangle cannot be Blocked or Evaded and prompt a STR: Fortitude roll from the player; upon failing (not a success or mixed success), they are subdued to some extent (unconsciousness up to DM/player discretion). In a subdued state, they cannot take actions unless roused by other players. Rousing can be done in many ways, but will typically have an action cost (casting a spell, throwing a rock, pulling on their leg, etc.).
[Final Garotte] Over the course of the encounter, attacks on the sarloth will wear down its tentacles. As a means of survival, it will sever lame tentacles and fling them at targets, ensnaring them from a distance as though in a loop of barbed wire. This may happen periodically through the encounter, for example: a 100 HP sarloth may fling each of its four tentacles over time upon reaching 80, 60, 40, and then 20 HP.
- Ranged Attack: This attack takes one action and is rolled with a
/roll attack 3 5-6. It does 5-6 damage, can be Blocked and Evaded, but does not trigger Quickfooted.
- Ensnared: Should the target be struck, they are considered grappled by the stray tentacle. On their turn, they may expend an action to break free; each turn they spend ensnared, they take 2 AP damage.
- Four, Three, Two…: As the sarloth loses tentacles, it must be noted that they do not regrow. With four tentacles, they are capable of grappling up to four people, but by the time they’ve discarded three, they’ll only be able to grapple one person with the singular remaining tentacle.
Banes
[Sluggish Speed] The sarloth only has 1m (1 block) of movement; this extends to both free movement and dashes. As their tentacles generally only reach directly below them, making distance from a sarloth is an effective strategy to minimize harm.
[Sensitive Teeth] Tough surrounded by tough skin, the sarloth’s mouth itself is, as expected, soft and fleshy tissue. Exception strikes to this area (DC 18) deal double damage.
Mechanics Guidance
- Medium Armour
- 70-100 HP
- 2 actions per turn
- Movement
- Attack rolls and damage - general guidance:
- Tentacle attacks
/roll attack 3 3-4
- 3-4 damage
- 1 action
- Skirmishing or Ranged (if on the ceiling) distance
- Maw bite
/roll attack 2 5-6
- 5-6 damage
- 2 actions
- Melee distance
- Grappling
/roll attack 2 2 AP
- 2 AP damage
- 1 action
- Skirmishing or Ranged (if on the ceiling) distance
- For the purposes of contesting spells or making otherwise necessary checks, the following stats are provided:
