Page 23 - Serpent Kingdoms
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YUAN-TI


                     can host minstrels and dancers at feasts by day while running     Hide In Plain Sight (Su): Mruthlissk can use the Hide skill
                     a rich smuggling and slaving operation from his own harbor-  even while being observed as long as he is within 10 feet of any
                       connected cellars by night. Such an arrangement would allow   shadow except his own.
                     him to hunt and slay trade rivals as well as traitors in his own     Ranger Spells Prepared (1; save DC 12 + spell level): 1st—
                     shady organization, thus ridding himself of annoyances while   alarm. Mruthlissk typically casts alarm on the entrance to his
                     satisfying his own bloodlust.                     own sleeping-place before retiring, but he sometimes prepares
                       To make this dream real, Mruthlissk needs money, trade   pass without trace (DC 13) instead for specifi c missions.
                     contacts, and that “right port.” Thus, he has taken up adventur-    Possessions: +2 scimitar, +1 longbow, 20 arrows, quiver, brac-
                     ing—a lifestyle that he very much enjoys.         ers of armor +2, dust of disappearance, ring of the ram, 2 potions
                       Mruthlissk may be encountered alone or in the company   of cure light wounds, 100 gp.
                     of 1d6 human rogues, thugs, or dancers. If his companions are    Description: Mruthlissk looks like a typical young human
                     dancers, then he is temporarily performing as part of their   male with brown hair and dark, riveting eyes. His slender, supple
                     group to earn food, shelter, and a few coins while subtly making   body seems appropriate for a dancer, and his fi ne-featured face
                     his own contacts within the area. Rogues or thugs who travel   leads some people to think he must have elf blood in his ances-
                     with him are local “shady talent” with whom he’s negotiating—  try. He takes clips his fi ngernails regularly, since they grow quite
                     or perhaps even disputing. When local criminals want certain   rapidly. His tongue is long and forked, so he takes care never to
                     individuals to disappear, Mruthlissk often purchases them, drugs   show it. Mruthlissk cosmetically disguises the scales on his lower
                     them to make them biddable, and then resells them elsewhere   back to look like burn-scarred, not-wholly-healed skin. Bandages
                     as slaves. If he has such a captive with him, he often claims the   artistically decorated with disgusting, oozing liquid keep most
                     person is a sick relative or village elder whom he is escorting to   folk from wiping the disguise aside and discovering the truth.
                     a particular temple to die. Mruthlissk also sells information he’s   He usually “wears” his companion Sriss wound around his body,
                     gained elsewhere, sometimes using a peculiarly-knotted thong as   under his clothing.
                     a memory aid to record numbers and individual letters of script    Sriss: Male Small viper; CR —; Small animal; HD 1d8;
                     that spell out names.                             hp 4; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 17,
                      Mruthlissk: Male pureblood yuan-ti ranger 5/shadowdancer   touch 14, fl at-footed 14; Base Atk +0; Grp –6; Atk +4 melee
                     1; CR 9; Medium monstrous humanoid; HD 4d8 plus 5d8 plus   (1d2–2, bite); Full Atk +4 melee (1d2–2, bite); SA poison; SQ
                     1d8; hp 45; Init +6; Spd 30 ft.; AC 15, touch 12, fl at-footed 15;   link, low-light vision, scent, share spells, tricks (attack, defend,
                     Base Atk +9; Grp +9; Atk +11 melee (1d6+2/18–20,  +2 scimi-  guard, seek); AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17,
                     tar)  or  +12  ranged  (1d8+1/×3,  +1 longbow);  Full  Atk  +11/+6   Con 11, Int 1, Wis 12, Cha 2.
                     melee (1d6+2/18–20, +2 scimitar) or +12/+7 ranged (1d8+1/×3,     Skills and Feats: Balance +11, Climb +6, Hide +11, Listen
                     +1 longbow); SA spell-like abilities; SQ alternate form, combat   +7, Spot +7, Swim +6; Weapon Finesse.
                     style (archery), darkvision 60 ft., detect poison, evasion, favored    Poison (Ex): Injury, Fortitude DC 10, initial and secondary
                     enemies (humans +4, halfl ings +2), hide in plain sight, spell re-  damage 1d6 Con.
                     sistance 14, uncanny dodge, wild empathy +8; AL CE; SV Fort
                     +5, Ref +12, Will +7; Str 11, Dex 15, Con 11, Int 16, Wis 14,       TATHTLASSS
                     Cha 16. Height 5' 9".                             Born and reared in the cellars of a major port by yuan-ti sla-
                       Skills and Feats: Balance +4, Bluff +4, Climb +8, Concentra-  vers, Tathtlasss has dwelt in cities all her life, hiding among
                     tion +10, Disguise +10, Escape Artist +4, Hide +17, Knowledge   humans. She earned her coins initially by stealing and later by
                     (nature) +8, Listen +13, Move Silently +12, Perform (dance)   slaying. Tathtlasss loves to kill—humans in particular—and
                     +8, Sense Motive +3, Sleight of Hand +4, Spot +14; Alertness,   since she learned that some humans would pay to have others
                     Blind-Fight,  Combat  Refl exes, Dodge, Endurance, Improved   slain, she’s lived quite well. The secret of her success is two-
                                     B
                     Initiative, Rapid Shot , Stealthy, Track.         fold—know thy victim before striking, and know thy employer.
                      Spell-Like Abilities: 1/day—animal trance (DC 15), cause   Well aware that employers sometimes try to silence assassins
                     fear (DC 14), charm person (DC 14), darkness, entangle (DC   after  their  work  is  done,  Tathtlasss  always  arranges  a  safe
                     14). Caster level 4th.                            method of payment (preferably in advance) and a means of
                       Alternate Form (Sp): Mruthlissk can psionically assume the   escape from the area.
                     form of a Tiny to Large viper. This ability is similar to a poly-    Tathtlasss lives in a world of hiding-places, traps, and ready
                     morph spell (caster level 19th), but he does not regain any hit   disguises, and she trusts no one—a policy that has prolonged
                     points for changing form, and he can assume only viper forms.   her life more than once. No matter where she is in a city, she’s
                     He gains the viper’s bite attack and poison special attack.  never far from a place where she can hide—even if it’s a shielded
                       Detect Poison (Sp): Mruthlissk can use detect poison as the   corner of someone else’s roof. She equips all of her hiding places
                     spell (caster level 6th) at will.                 with food, weapons, clothes, and disguise aids, such as masks and






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