Bestiary 3 | Monsters | Rakshasa | Marai | Special Abilities | Energy Bolts

Energy Bolts

Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.

Amethyst Viper: Cold damage plus sickened for 1d4 rounds.

Crimson Viper: Fire damage plus burn (1d4, DC 19).

Emerald Viper: Acid damage plus nauseated for 1 round.

Magenta Viper: Electricity damage plus staggered for 1 round.

Turquoise Viper: Sonic damage plus stunned for 1 round.

Violet Viper: Force damage plus knocked prone.