A Sarphardin, also known as a watcher, is a naga-like creature from the Spelljammer campaign setting.[1]
Overview[]
Sarphardin are whimsical naga-like creatures who have a natural ability to spelljam through space.[1]
Description[]
Sarphardin resemble nagas, with snakelike prehensile bodies and huge dragon-like reptilian heads. Their agile, prehensile bodies are scaled while their heads are covered with bony plates and ridges. Sarphardin have the natural ability to regenerate, and can recover from any injury if given enough time.
Sarphardin are linked via a form of telepathy with all other sarphardin within 2 miles. Others can join this communications network using their own mental powers or by magic, but will need to search for the network for up to 4 minutes before they will be able to establish a connection. Sarphardin also speak the common trade tongue and a hissing, purring language of their own.[1]
Behavior[]
Sarphardin are essentially a race of passive observers. Curious and whimsical by nature, they view life in general as a form of entertainment, and each is determined to see the best ongoing show it can. Space-battles and large-scale disasters often attract a crowd of calmly watching sarphardin who will do nothing except cock their heads, bob and weave to see better, and emit a purring 'mmm-hmmm' noise. They will defend themselves if attacked, but often merely dodge "warning shots" or hurled objects, and drift a little closer to watch with renewed interest.[1]
Combat[]
In combat a sarphardin relies on its powerful jaws to bite opponents, and uses its long prehensile tail to entangle or slap opponents. An entangled victim suffers damage as they are constricted by the sarphardin's coils, and can be targeted automatically by the creatures bite or spells. The victim may attempt to break free, and if successful only suffers mild injury. Targets slapped by a sarphardin's tail may be knocked prone, or if drifting in space will be sent tumbling head-over-heels.
In addition to its physical attacks, a sarphardin is also a versatile spellcaster equivalent to a 7th level wizard. Sarphardin can only cast spells with verbal components, which they largely acquire by using invisibility to spy on arcane spellcasters, or by trading wealth they've gathered in exchange for tutelage in a new spell which only require a verbal component. Sarphardin can also use potions, scrolls, and all magical items that they can hold in their prehensile tails and command verbally or by effort of will.
Due to their extraordinary intelligence and great wisdom, sarphardin are largely immune to low level illusion spells, as well as the effects of the cause fear, command, forget, friends, hypnotism, ray of enfeeblement, and scare spells.
Sarphardin refuse to fight others of their own kind, and cannot be coerced or duped into doing so; illusions or magical controls have no effect, especially since their racial telepathy ensures they always recognise a fellow sarphardin, no matter how they are disguised.[1]
Society[]
Sarphardin are almost inevitably encountered in space as a solitary observer watching others.
Sarphardin are hermaphrodites, and give live birth to tiny, soft-scaled young. Mating and child-rearing take place in well-hidden enclaves in jungles on obscure planets, or deep underground on rogue planets drifting in little-traveled areas of the flow. Sarphardin in these places will hide from or avoid intruders, using their magic to escape if necessary.
All sarphardin are considered "family", in that they are all members of a single extended clan to which they are all intensely loyal. Sarphardin have in the past agreed to lead neogi or illithid slavers to others of their kind - but the slavers have invariably been ambushed by an elven armada, or found themselves in the midst of a beholder flotilla.
Of all the spacefaring races, the elves have the closest dealings with sarphardin, while dwarves, gnomes, and humans are considered less trustworthy. However, they are seen as being batter (particularly the latter two races) at providing the sarphardin with entertainment.
Sarphardin require little air, and can tolerate a wide variety of atmospheres, breathing fouled atmospheres as if they were clean, and deadly air as if it was merely foul. When spelljamming, they typically slow down to skim planetary atmospheres from time to time (if they are towing a ship, they will usually be considerate enough to choose an atmosphere breathable by those onboard the ship). Sarphardin eat minerals, both gems and refined metals (such as coinage).[1]
Spelljamming[]
Sarphardin have the natural ability to spelljam through space, and are even able to tow a ship of 20 tons or less, as long as it remains in direct physical contact with the vessel. Groups of sarphardin working together can even move vessels of up to 100 tons through space. They cannot tow a ship that has an active spelljamming helm or other power source, but are able to use any helm they touch as though they were an arcane spellcaster.
This has made them sought after by those who need to be rescued - and deadly when hunting down and slaying their foes.
Sarphardin insist on being paid in gems or coinage to effect a rescue (1,000 gp), tow a ship (3,000 - 4,000 gp), or aid someone in battle (2,500 - 5,000 gp), and typically prefer to bargain, perform the service, and then get payment in full. They are willing to tow a ship to a world where the captain and crew claim to have stashed enough money to pay for the service; however, anyone who refuses to pay a sarphardin will never again be able to employ another sarphardin. They will refuse to speak to, bargain with, or aid such an individual, and if a black-listed person is rescued along with others, the fee charged will be at least 1,000 gp higher (in rare cases, this universal ban has been lifted after the transgressor has pleadingly and handsomely made amends - called "kissing the snake" in spacer lingo).
When spelljamming, a sarphardin has a Ship's Rating of 4. When towing a ship less than 20 tons, the sarphardin can maintain this SR. However, two or more sarphardin towing a vessel larger than 30 tons will travel at an SR of 3.[1]
Uses[]
Sarphardin brains are used to make inks to scribe spells related to mental communication.
Sarphardin flesh is said to be very nourishing (a 10 pound chunk can feed an active warrior for one month), decays very slowly, and is prized by alchemists and wizards.[1]
Rumors[]
Some spacefarers whisper that the Arcane work closely with sarphardin to manufacture helms. The two races are known to have amicable relations, as sarphardin have been seen ferrying Arcane through space.[1]
Skullsnake[]
Undead sarphardin, known as skullsnakes, are skeletal and evil, and seek to destroy all non-sarphardin life. They retain the use of their spells and physical attacks, and gain the ability to drain life-force with each chilling bite. They can only be turned by a particularly experienced priest, and their ability to regenerate any inflicted damage becomes substantially slower.
Skullsnakes are believed to have been created by evil-minded human spellcasters, as well as magic-using beholders.[1]
Appendix[]
External Links[]
- Sarphardin article at the Advanced Dungeons & Dragons 2nd Edition Wiki, a wiki for official Dungeons & Dragons content from 2nd edition AD&D.