dungeons and dragons monster: sarlacc

m. werneburg, 2019.12.19

No. Enc.: 1

Alignment: None

Movement: None

Armor Class (maw): 8

Armor Class (tentacles): 5

Armor Class (inside): 2

Hit Dice: stage I: 4 + 20hp (38hp)

stage II: 8 + 60hp (96hp)

stage III: 16 + 180hp (252hp)

stage IV: 32 + 540hp (684 hp)

stage V: 64 + 1620hp (1908 hp)

Attacks: 6

Damage: 6 x 2d4 + grab

Save: stage I: F4

stage II: F8

stage III: F16

stage IV: F20

stage V: F20

Morale: 12

Hoard Class: special

XP: stage I: 200

stage II: 8 + 600

stage III: 16 + 1,800

stage IV: 32 + 5,400

stage V: 64 + 16,200

fearsome ambush

The sarlacc is a fungal monster that feeds on meat. With pits found throughout the semi-arid Niokt region, it is thought to be a single living creature with a network of runners that connect the different sites where it appears at the surface. Individual sites start as small pits the size of a wagon wheel. Hidden among brambles or bushes they are very difficult to spot (though obvious to the erdei). The pit is steep and saturated with fibres that the sarlacc produces to stabilize the walls. The pit become lined with spines as the sarlacc ages.

As the creature grows, so too its pit and its tentacles:

pit size:                diam. depth  tentacle length

stage I: 1m 1m 40cm

stage II: 4m 2m 1.6m

stage III: 12m 5m 5m

stage IV: 36m 12m 14m

stage V: 100m 30m 40m

Any creature that falls into the pit will attract the attention of the sarlacc, which will send its six tentacles out of its maw to grab the prey. A hit signifies a successful grab. Prey is then drawn into the maw and swallowed.

An excavated sarlacc will show that new runners have sprouted from the sarlacc's body with each sufficiently-large victim entombed in its fungal lower reaches. And so, it appears that the sarlacc uses its larger victims to spread.


Painful digestion of its victim starts immediately. The sarlacc's digestive track features tendrils that penetrate the victim's body. These tendrils appear to exude a substance that alters soft tissues but leaves all minerals intact. Once reduced to a single hit point, the victim's flesh has been effectively transformed into an organ of the sarlacc. This condition is irreversible as it cannot be addressed with cure disease, remove curse, or resurrection nor by severing the transformed victim from the sarlacc.


Sarlacc are susceptible to all normal and magical damage. Each tentacle has one tenth of the hit points of the total. The severed portion of a tentacle cut from a sarlacc will reflexively constrict about anything it contacts. This constriction does little damage but prevents action by the victim. The truncated portion of a tentacle still attached to the sarlacc's main body will wither away within three rounds. A new tentacle begins to form immediately and will grow at a rate of one meter per minute.

Only fully armored victims may fight once swallowed, and only for the first three rounds. Movement is extremely limited and usable weapons are limited to small things like knives and daggers and flasks. Additionally, the Anyone attempting to destroy the sarlacc’s main body must take 1d2 damage from the toxins in the tough fibers.

Should a sarlacc finally be killed, the body will become flammable in four days. However, 4d4 vegepygmies will arrive via rapidly-dug tunnels within 20+2d8 hours of a sarlacc’s death. These shock troops will attack demi-humans on sight.


The fable sword dragsonsneedle was found in a sarlacc excavation, and the fabled self-propelling vehicle of the ancients that resides in the citadel of Unphash was recovered when a river undercut a sarlacc. The herd-driver's outpost of Suth Maw was founded on the hoard of coins and steel recovered from a gigantic sarlacc: it's said that the mining process continues to this day.

The nature of any treasure from a dead sarlacc of stage II through stage V is up to the dungeon master. Whatever treasure is present it should be difficult to recover.