Kryx RPGThemesMonsters

Yuan-ti Malison Type 2

Medium monstrosity (shapechanger yuan ti)
Challenge
3 (700 XP)

STR
3
DEX
2
CON
1
INT
2
WIS
1
CHA
3

66
12d8+12
13
Fort
+1
Ref
+3
Will
+3
Damage immunities poison
Condition immunities poisoned

Speed 9 m.
Senses darkvision 18 m., passive Perception 11
Skills Deception +5, Stealth +4
Languages Abyssal, Common, Draconic

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Malison Type. The Yuan-ti has one of the following types:

Type 1: Human body with snake head

Type 2: Human head and body with snakes for arms

Type 3: Human head and upper body with a serpentine lower body instead of legs

Type 4: Human form with one or more serpentine tails

Type 5: Human form covered in scales

Spellcasting (Yuan-ti form only). The yuan-ti malison type 2’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has 3 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:

At will: animal friendship (snakes only)

Cantrips (at will): poison spray

1 mana: confusion poison, detect poison, envenomed weapon, hypnotize, poison burst, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes

Variant: Chameleon Skin. The yuan-ti has advantage on Stealth checks made to avoid being noticed.

Variant: Shed Skin (1/long rest). Once on its turn, the yuan-ti can shed its skin to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains health equal to half its maximum health.

Actions (2)

Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Change Shape (1/turn). The yuan-ti can polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.

Variant: Acid Slime (1/turn). The yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 1.5 meters of it takes 11 (2d10) acid damage.

Variant: Snake Antipathy (Recharge 6). The yuan-ti targets a creature it can see within 18 meters of it. The target must succeed on a Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti); as if affected by the antipathy spell. The save DC is 13.

Desert, Forest, Swampmm

Spells

1 minute

As an action, you can convince a beast that you mean it no harm. Choose a beast that you can touch or see within 9 meters. It must see and hear you. If the beast’s Intelligence is −3 or higher, the spell fails. Otherwise, the beast must succeed on a Will saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

As an action, you extend your hand toward a creature that you can touch or see within 9 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failed save, a creature takes 1d8 poison damage and has disadvantage on the next ability check or attack roll it makes before the end of its next turn.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

concentration

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Fortitude saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can make a Will saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

(ritual); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of poisons and poisonous creatures within 9 meters of you. You also identify the kind of poison or poisonous creature in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt

concentration, 5 minutes/mana or psi

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d6 poison damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every other additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to drip with poison.

concentration, 1 minute/mana or psi

As an action, your soft words can magically enthrall a creature that you can touch or see within 9 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed by you for the duration. The charmed creature’s speed drops to 0, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends for the creature if you move more than 9 meters away from it, if it can neither see nor hear you, or if it takes damage.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack, poison bursts from your skin.

Each creature in a cone toward the direction of the attack must make a Fortitude saving throw.

On a failed save, a creature takes 2d8 poison damage.

On a successful save, a creature takes half as much damage.

Augment

You can increase the damage by 1d88 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes poison damage. The creature gains the resistance instead.

(ritual)

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 9 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw against poison.

On a failed save, a creature takes 2d6 poison damage and is poisoned for 1 hour.

On a successful save, a target takes half as much damage and isn’t poisoned. Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a ray of sickening greenish energy lashes out toward a creature within 18 meters who must make a Fortitude saving throw against poison.

On a failed save, it takes 3d10 poison damage and is poisoned for the duration.

On a successful save, it takes half as much damage and isn’t poisoned.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 5d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, your poison slows the processing and reaction time of a creature that you can touch or see within 18 meters. The creature must succeed on a Fortitude saving throw against poison or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

As an action, a green mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failed save, a creature takes 3d6 poison damage and is poisoned until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t poisoned.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.