Sarphardin are naga-like dragons, with snakelike prehensile bodies of snakes and heads like that of a dragon. They are curious and whimsical in nature, and the have the natural ability to travel through space.
The passive sarphardin are almost always encountered in space as solitary wanderers, watching others. They approach life as an entertainment, and each sarphardin is determined to see the best ongoing show it can. Space-battles and large scale disasters often attract a crowd of calmly watching, floating sarphardin.
Sarphardin speak Draconic and Common.
Combat In battle, sarphardin use their strong jaws to bite opponents, whom then then start to constrict or slam with a tail attack. It should be noted that sarphardin never fight others of thier kind for they are all 'family'. Those sarphardin 12 or more hit dice often take the
Knock-Down feat from
Sword and Fist.
Constrict (Ex): A sarphardin deals 1d6+4 points of damage with a successful grapple check against creatures one size class smaller then the sarphardin.
Improved Grab (Ex): To use this ability, the sarphardin must hit with its bite attack. If it gets a hold, it can constrict or slam an opponent with its tail.
Spelljamming (Su): When not within 3,750 feet of 10-ton ship/object or within an atmosphere, Radiant dragons of juvenile age category or older have the innate ability to spelljam across great distances of wildspace. When not moving at spelljamming speed the sarphardin moves either by flight or slithering across the ground. The sarphardin can haul a ship one size larger then itself and still travel at spelljamming cruising speed. Sarphardin can work together to help move a very large ship.
Spells: A Sarphardin casts spells as a 7th level sorcerer.
Still Spells: When casting spells the sarphardin do not require the somantic component. Spells use the same spell slot of the spell's normal level, modified by any other metamagic feats.
Telepathy (Su): Sarphardin can communicate telepathically with any creature within 100 feet that has a language.
Advancement: For each increase of hit dice of a sarphardin also increase its level as a sorcerer.
In the Spheres Sometimes a sarphardin helps a stranded ship but most most prefer to bargin first, then perform the rescue of the ship and crew, then get payment in full spelljamming a ship to a world where the captian and crew have money stashed to pay for the 'jamming' would be fine. Someone who declines to pay after reaching a bargain with a sarphardin will simply be ignored, forever after, by all sarphardin.They will not speak to, bargin with, or aid such an individual, and if the black-listed being is rescued with others, the fee will be at least 1,000 gp higher (in rare cases, this ban has been lifted after the transgressor has pleadingly and handsomely made amends called "kissing the serpent" in spacer slang).
Sarphardin and the Mercane have an amicable relations, and it is not uncommon to see a sarphardin carrying a Mercane through wildspace.
Sarphardin require little air, and can tolerate a wide variety of atmospheres, breathing fouled atmospheres as if they were fresh, and deadly air as if it was merely foul.
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©2002 Wizards of the Coast, Inc.
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Sarphardin, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Sarphardin ©2002,
Mark Doolan
Original Source: Lost Ships
Notes on this Conversion: With this conversion I decided that the sarphardin are dragons much the sameway wyverns are dragons. I decided that start them off at large as the
How to Create a Monster article have dragons of 8HD as being medium-sized critters. I made them large for sake ease in when converting them to huge size (i.e, only one size change not two). The fast healing is put at 1 hit point per round as bare bone minumum (even the troll was upgraded in 3E to 5 hit points per round of regeneration).