FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 9”
HIT DICE: 10
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 1-8(+
7)
SPECIAL ATTACKS:
+4 to hit
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
(tending toward Lawful Good)
SIZE: M
PSIONIC ABILITY:
Nil
Within their homeland
there is, presumably, a large variety of classes
and types of Saraphs.
Outside their home, however, one meets only
members of the Brotherhood
of the Sun. These warrior Lords wear a
red surcoat with
a flaming golden sun
in its center, over a suit of scale
mail
which appears to be made from some copper-gold
alloy (though it
is as strong as steel).
The Saraphs’ helmets, greaves, and bracers are
made from the same
material, as is the longsword
and dagger belted at
their sides. The
sun motif on a red field is repeated on their shields.
Saraphs are a hominid
race which lives on the
Elemental Plane of
Fire.
They appear as 7-foot-tall, ruddy-skinned individuals with
bright red hair and
pink-irised eyes.
Since they come from
a highly magical Plane, Saraphs’ armor and
weapons acquire magical
properties on the Physical Plane. Treat as
Scale
Mail + 1, <Large> Shield
+ 1, <Long> Sword + 1 (Flame
Tongue), and Dagger + 1.
The magical bonuses
apply only when the armor and weapons are used
by Saraphs.
Individuals of the
Saraph race are generally larger than humans,
and
have quicker reflexes,
coming from the Plane of Fire. As the Brothers of
the Sun are chosen
for maximum strength and dexterity,
treat any
brother as having
18/00 Strength and 18
Dexterity, with all appropriate
bonuses.
Saraphs may cast the
following spells once per day (as a Necromancer):
Fireball, Fire
Shield, Fire Charm, Burning
Hands, Detect
Magick,
Detect Invisible, Dispel
Magick. They can Produce Flame
or cause
Pyrotechnics
as often as desired. Fire-based attacks do no damage on
Saraphs if the fire
is non-magical; magickal fire attacks
are at - 1 on both
“to hit” and damage
dice.
The Saraphs are at
war with the Efreeti. The war occasionally
spills
over to the Prime
Material Plane since Saraphs hunt Efreeti through the
Physical Plane and
vice versa. The Efreeti have made an alliance with
Fire
Giants. Saraphs have countered this alliance with one between
themselves and Golden
Dragons.
The Brothers of the
Sun are few in number, and, outside of the
Plane of Fire, will
always be encountered singly. Saraphs appear on the
Physical Plane to
track down and kill Efreeti. They also serve Gold
Dragons who have
aided the Saraph race in the past, often acting as
treasure guards when
the dragons are out feeding.
Saraphs have been
known to contract service with high-level characters (particularly LG or
neutral Wizards) in return for that
character’s aid.
Contracts will specify the length and nature of service for
both parties. Note
that such contracts depend solely on the good will of
either side; service
is a matter of conscience, not coercion.
By Tom Moldvay
| Saraphs | The Apollyon | - | The Asperim | Hacamulci |
| Dragon 42 | - | Monsters | - | Dragon |