The anemic, segmented body of this enormous white worm swims in a baroquely decorated aquarium, its mouth nothing more than a tubelike opening frilled with dozens of writhing feelers.

Sarlu CR 8

XP 4,800
NE Large aberration (aquatic)
Init +8; Senses darkvision 60 ft., detect thoughts 50 ft., tremorsense 60 ft.; Perception +22


AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 size)
hp 93 (11d8+44)
Fort +7, Ref +7, Will +11; Immune acid, cold; Resist fire 10
Weaknesses vulnerable to electricity and poison


Speed 50 ft., swim 40 ft.
Melee tentacle +11 (3d6+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks alchemical juices (30-ft. line, 4d6 acid and 4d6 cold damage, Reflex DC 19 for half, usable every 1d4+1 rounds), constrict (3d6+3)
Spell-Like Abilities (CL 11th; concentration +14)

Constantdetect thoughts (DC 15)
At willdaze (DC 13), hypnotism (DC 14), seek thoughts (DC 16), sow thought (DC 14)
3/day-babble (DC 15), suggestion (DC 15)
1/daycrushing despair (DC 16), mass daze (DC 17)


Str 16, Dex 19, Con 18, Int 20, Wis 19, Cha 17
Base Atk +8; CMB +16 (+20 vs. grapple); CMD 26 (can’t be tripped)
Feats Agile Maneuvers, Alertness, Dodge, Improved Initiative, Persuasive, Skill Focus (Bluff)
Skills Bluff +20, Climb +12, Diplomacy +18, Escape Artist +13, Intimidate +5, Knowledge (arcana) +13, Knowledge (local) +10, Knowledge (planes) +10, Perception +22, Sense Motive +19, Spellcraft +19, Stealth +7, Survival +9, Swim +25
Languages enhanced telepathy 50 ft.
SQ alien mind, amphibious, inscrutable


Alchemical Juices (Ex)

As a standard action, a sarlu may spew a jet of internally chilled, caustic mucus that deals 4d6 points of acid damage and 4d6 cold damage (DC 19 Reflex for half) as a ranged touch attack against a target within 30 feet. The sarlu cannot use this ability in an aquatic environment, but otherwise it may employ this weapon every 1d4+1 rounds. Unless the targeted creature spends a full round action removing this substance from itself (using water or scraping it off), it takes an additional 2d6 points of acid damage (1d6 if it made the initial saving throw) on the following round (no save). The save DC is Constitution-based.

Alien Mind (Ex)

Any creature that attempts to interact directly with a sarlu’s thoughts (such as via detect thoughts or telepathy) must succeed at a DC 18 Will save or be dazed for 1 round. A sarlu using its enhanced telepathy to communicate doesn’t activate this ability unless it spends a standard action to focus its mind on one opponent. This is a mind-affecting effect, and the save DC is Charisma-based.

Enhanced Telepathy (Su)

A sarlu can communicate with any creature within 50 feet that has a language. It may also choose to broadcast a message to all creatures within its range simultaneously, but not to select individuals within that range. A sarlu also ‘listens’ via this ability so that it ‘hears’ and comprehends all spoken language within telepathic range as the spell tongues-this includes things clandestinely whispered by creatures who speak within that range. Its telepathy also allows it to constantly detect thoughts as the spell. A sarlu is essentially deaf to all sounds more than 50 feet away. Furthermore, sarlu spell-like abilities are connected to its telepathic power and their range is that of the creature’s telepathy.

Inscrutable (Ex)

Sarlu minds and motivations are often strange and indecipherable to creatures not from their homeworld.

All Sense Motive skill checks made against a sarlu take a penalty equal to half the alien creatures HD (-5 for most sarlu). Additionally, the DC for all Knowledge skill checks made regarding sarlu are 10 higher than normal.


Sarlu have insinuated themselves throughout the multiverse in order to expand their criminal empires. Originally hailing from an oceanic world, they have adapted quite well to dry land and can move about more quickly than native land-walkers due to their sinuous undulations. However, Sarlu actually prefer the comfort of their mobile aquariums (see below) from which they direct their mental attacks and conduct business via telepathic conversations. Foolhardy adventures have often assumed these aquariums represent a sign of weakness or limitation, only to swiftly learn to their detriment (or demise) that a sarlu can perfectly move beyond its aquarium.

Sarlu can read the minds of virtually all beings they converse with, and secretly use this advantage to negotiate deals in their favor. Their unreadable expressions also allow them to pretend they’re making unwanted concessions without fear of being called on their claims. They delight in the unease they bring out in opponents (as sarlu never think of others as their equals or partners), especially when such individuals attempt to read their minds, as well. Sarlu have gained a frightful reputation throughout the worlds in which they operate, and often that reputation makes it unnecessary to engage in their typical means of intimidation. Ultimately, sarlu wish to sink their tendrils into all underworld activity, but they occasionally participate in legitimate businesses, usually in an attempt to corner the market on a certain commodity so they can demand incredible prices for their services.

The war between the Hegemony and the benign agents has created a favorable business climate for the sarlu. Their primary source of income includes the sale of weapons at a premium, and they earn plenty of money by selling information to both sides, as well. Despite overtures by the Hegemony to join their side, including promises of considerable power and wealth when the war ends, sarlu have remained neutral. They never hesitate to throw in with the Hegemony if a confrontation ultimately tips the balance in their favor, but sarlu always wish to keep their options open.

This proves especially easy since they’ve earned favors from both sides. Dark whispers claim the sarlu prefer the current status quo, since a victorious Hegemony would undoubtedly seek to purge the sarlu as they tighten their grip on the multiverse and a similarly rewarded Accord would do the same to make the multiverse a safer place for everyone. If the sarlu can eventually arrange for both sides to wipe each other out and leave a power vacuum which they can then fill, all the better.

Itinerant beings, sarlu rarely return to their own homeworld after leaving it behind, and only roughly do so once every decade to spawn. This asexual process produces a dozen or more mindless offspring, which fight each other until a lone survivor remains. The juvenile sarlu then consumes its spawnmates and grows prodigiously larger in size and mental acuity over the course of the following year. When it finally reaches maturity, the progeny then seeks out its parent for assistance in mentoring its first profitable scheme, after which it sets off on its own. Sarlu bear no familial obligation beyond this period of induction and often compete with one another thereafter.

Sarlu are roughly eight inches in diameter from end to end and about 20 feet in length, though this is disguised by the fact that the creatures tend to coil themselves into irregular corkscrews. They only weigh 100 pounds.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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