Page 144 - Serpent Kingdoms
P. 144
YUAN-TI CAMPAIGN
Alternate Form (Sp): Zstulkk can assume the form of a Nhyris always shifts into snake form and fl ees when seriously
Tiny to Large viper (see the Snake entry on page 280 of the threatened. He would rather take his revenge another day than
Monster Manual) as a psionic ability. This ability is similar to fi ght fairly and openly, thereby risking destruction. He delights
a polymorph spell (caster level 19th), but Zstulkk doesn’t regain in forming short-lived organizations of humans and renegade
any lost hit points by changing form and can take only viper yuan-ti, slaying or framing those who betray him, and treating
shapes. Zstulkk uses his own poison for its bite attack or that of all underlings as disposable.
the form he assumes, whichever is more potent. Nhyris D’Hothek: Male pureblood yuan-ti fi ghter 3/horned
Chameleon Power (Sp): Zstulkk can psionically change his harbinger 1; CR 7; Medium monstrous humanoid; HD 4d8
own coloration and that of his equipment to match the sur- plus 3d10 plus 1d8; hp 47; Init +6; Spd 30 ft.; AC 16, touch
roundings, gaining a +10 circumstance bonus on Hide checks. 12, fl at-footed 14; Base Atk +7; Grp +9; Atk +9 melee (1d6+3,
Detect Poison (Sp): Zstulkk can use detect poison as the spell gore) or +12 melee (1d6+5/18–20, +2 scimitar) or +11/+6 ranged
(caster level 6th) at will. (1d8+2/×3, +2 longbow); Full Atk +9 melee (1d6+3, gore) or +12/
Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): +7 melee (1d6+5/18–20, +2 scimitar) or +11/+6 ranged (1d8+2/
0—cure minor wounds, detect magic (2), light, read magic; 1st— ×3, +2 longbow); SA rebuke undead 5/day, spell-like abilities; SQ
cause fear, cure light wounds, divine favor, endure elements, alternate form, bone horns, darkvision 60 ft., death domain,
protection from good*; 2nd—cure moderate wounds, death knell, detect poison, spell resistance 14; AL CE; SV Fort +8, Ref +9,
desecrate*, hold person; 3rd—cure serious wounds, dispel magic, Will +10; Str 14, Dex 14, Con 11, Int 17, Wis 12, Cha 14.
magic circle against good*. Height 5' 6" tall.
*Domain spell. Domains: Evil (cast evil spells at +1 caster Skills and Feats: Bluff +3, Climb +9, Concentration +8, Dis-
level), Scalykind (rebuke/command lizards and snakes 6/day). guise +8, Hide +7, Intimidate +4, Knowledge (Skullport local)
Possessions: Ioun stones (dusty rose prism, lavender and green +6, Knowledge (the planes) +11, Listen +5, Spot +5, Swim +5;
ellipsoid), helm of teleportation, eyes of petrifi cation, brooch of Alertness, Blind-Fight, Combat Expertise, Dodge, Improved
shielding, circlet of persuasion. Initiative, Mobility, Power Attack, Weapon Focus (scimitar).
Description: The master of Skullport’s slave trade looks like Rebuke Undead (Su): Nhyris can rebuke undead as a 1st-level
a 10-foot-long snake with mottled gray and black scales. His evil cleric.
handsome human face bears many scars. He has dark hair, and Spell-Like Abilities: 1/day—animal trance (DC 13), cause
his black eyes usually twinkle with malicious amusement. fear (DC 12), charm person (DC 12), darkness, entangle
(DC 12). Caster level 4th.
Nhyris D’Hothek Alternate Form (Sp): Nhyris can assume the form of a Tiny
to Large viper as a psionic ability. This ability is similar to a
A nephew of Zstulkk Ssarmn, Nhyris served as a sullen, lazy, but polymorph spell (caster level 19th), but Nhyris does not regain
ruthlessly capable jailer in his uncle’s organization. Eventually, any hit points for changing form, and he can assume only viper
he happened upon the powerful artifact known as the Crown forms. He loses his gore attack and gains the bite attack of the
of Horns, which was imbued with the essence of the fallen god viper form it assumes.
Myrkul. Realizing that it was an object of great power, he wore Bone Horns (Ex): Nhyris has six short, curved horns grow-
it for a time. ing from the top of his skull. These horns grant him a natural
The crown transformed Nhyris into a lichlike creature. The gore attack and deal double damage when used as part of a
changes it wrought drove him into an open split with Zstulkk charge.
Ssarmn and his organization, and his uncle immediately set Death Domain: Nhyris has the granted power of the Death
about hunting him down. domain (death touch 1/day).
Zstulkk hired many powerful mages to destroy his nephew, Detect Poison (Sp): Nhyris has the psionic ability to use
but the young pureblood escaped each time. Eventually, Nhyris detect poison as the spell (caster level 6th).
was forced to fl ee into Undermountain and thence into the wider Possessions: +2 scimitar, +2 composite longbow (+2 Str bonus),
Underdark. From there, he reached the surface world of Faerûn, 20 arrows, quiver, bracers of armor +3, cloak of resistance +2,
wherein he has traveled widely. necklace of fi reballs (Type IV).
Somewhere along the way, Nhyris lost the Crown of Horns, Description: Nhyris D’Hothek progressed a signifi cant part
but he retains the mental and physical changes it wrought upon of the way toward undeath while the crown was in his posses-
him. Secretive, brooding, and power-hungry, he is unwilling to sion. His skin has become black, his limbs have grown thin, and
accept commands from others but eager to wield power in a far his hands and feet have withered into black, bony claws. His red,
less subtle way than the yuan-ti who follow the Sacred Way of slitted eyes have gone dull. Six bone horns grow from his skull,
Sseth. Nhyris delights in manipulations, malicious destruction, and he wears long, cowled robes to conceal his appearance in
slave-dealing, and slaughter. He is always eager to seize magic public. He also employs powerful perfumes to quell the odor of
items, and he doesn’t hesitate to lurk in tombs, using undead to decomposition that wafts from him.
keep his foes from seeking him.
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