monster Herensugue


Main Bestiary


from The Book of Fiends

By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

netbook can be found on the following website

The Book of Fiends

This enormous serpent
measure more than 50-feet long, and has the scent of an attractive perfume.
Sounds of revelry emanate from all around. The trunk of the serpent supports
seven long necks, each with a skeletal, serpentine head that baresvenomous fangs.
Its scales are a pale and sickly yellow with an occasional brown scale lending
to its blotchy appearance.

Gargantuan magical
Hit Dice 12d10+87
(153 hp)
Initiative +5
Speed 30 ft.
(6 squares)
19 (-4
size, +1 Dexterity, +12 natural), touch 7,flatfooted 18
Attack 7 bites
+20 melee (2d8+8 and poison)
Full Attack 7 bites
+20 melee (2d8+8 and poison), tail+15 melee (3d6+12 and poison)
Space/Reach 20 ft./15
poison, smite good
60 ft., damage reduction 10/magic, fast healing 5, immune to poison, Low-Light
,resistance to cold 10, fire 10, Scent, Spell
Saves Fort +15,
Ref +9, Will +6
Abilities Strength 27,
Dexterity 12, Constitution 24, Intelligence 5, Wisdom 10, Charisma 14
Skills Listen
+9, Spot +10
Feats Alertness,
Combat Reflexes B, Improved Initiative,Improved Natural Attack (tail), Iron
, Weaponfocus (bite)
Environment The Abyss
or any Mountains
Organization Solitary
Treasure Standard
Alignment Always
chaotic evil
Advancement 13-24
HD Gargantuan, 25+ HD Colossal

Legends abound of the herensugue,
telling of a fearsome monster that lives in caves, luring its meals through
its music and appealing smell. Despite the tales, the herensugue dwells primarily
in the Abyss, preferring layers with rocky and mountainous topographies. From
time to time, one or more herensugue slips from the Abyss and nests on the Material
Plane where it brings the legends of its horror to life.

Some demonologists believe
there is some connection between the herensugue and the hydra, given the multiplicity
of heads and legendary status. There are some fundamental differences, and given
the scarcity of this creature, it is no wonder that many sages discount it as
another variety of hydra. Herensugue have special organs in their jaws, which
allow them to replicate sounds of eerie but alluring music. In addition, they
have glands underneath their jaws that can squirt pheromones up to 15-feet away.
The pheromones smell of flowers, ale, musk or anything else to which a traveler
might be drawn. Finally, herensugue have a fixed number of heads – no more and
no less than seven.

Herensugue understand,
but do not speak, Abyssal and Common.


Though the herensugue are
quite capable of destroying most opponents outright, they prefer to attack from
positions of cover, such as cave mouths, defiles or box canyons. Employing the
natural protection afforded by such sites, they use their lure ability to attract
humanoids into their demesne. Once the victim draws near, each head strikes.
Because each head acts independently, the herensugue can attack with all seven
heads even aftermoving more than 5-feet. Herensugue attacks are considered magical
for purposes of overcoming damage reduction.

Lure (Ex): From
their skeletal maws, they emit sounds that mimic music, voices and laughter.
Additionally, from glands at the base of their jaws,they squirt a stream of
concentrated pheromones smelling of sexuality, food, or anything else appealing.
Any living creature coming within 30 feet of aherensugue’s lair must attempt
a Will save (DC 18) to avoid the effects of the lure. Should the victim fail
his saving throw, he walks into the monster’s lair, whereby he stands dumbly
before the herensugue, dazed. Each round, he may attempt another save against
the DC, but at a cumulative -2 morale penalty. The effects of this ability end
as soon as the monster attacks. This ability is Charisma-based.

Poison (Ex): All
of the herensugue’s heads and their tails carry toxic venom. Every successful
bite attack deals poison damage, forcing the victim to attempt a Fortitude save
(DC 23) or suffer 1d4 points of permanent Wisdom damage. Ten rounds later, if
they fail the save against the poison’s secondary effects, thepoison deals
1d6 points of permanent Constitution and Wisdom damage. On a successful tail
attack, the victim must attempt a Fortitude save (DC 23) or the poison deals
1d4 points of permanent Constitution damage and 1 minute later, renders the
victim unconscious for 2d12 rounds.

Smite Good (Su): Each
of the herensugue’s heads may attempt a smite-good attack once per day.
If they succeed against a viable target, they deal anadditional 12 points of


Main Bestiary

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