Page 24 - Serpent Kingdoms
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YUAN-TI
cosmetics, to ensure that she can survive for days and slip out 1d6; hp 35; Init +3; Spd 30 ft.; AC 15, touch 13, fl at-footed 15;
unnoticed when the time is right. Base Atk +7; Grp +7; Atk +9 melee (1d6+2/18–20, +2 scimitar)
When the market for murder is slow, Tathtlasss is happy or +11 ranged (1d8/×3, masterwork longbow); Full Atk +9/+4
to make money by means other than killing. Under the name melee (1d6+2/18–20, +2 scimitar) or +11/+6 ranged (1d8/×3,
“Tatha,” she operates a makeup, tattooing, and bodypainting masterwork longbow); SA death attack, sneak attack +3d6, spell-
service in a storefront in the wealthy part of town. She special- like abilities, spells, trap sense +1; SQ alternate form, darkvision
izes in superb facial makeup and swirling, ornamental body paint 60 ft., detect poison, evasion, poison use, spell resistance 14, trap
designed to distract viewers from body plumpness when skin-re- sense +1, trapfi nding, uncanny dodge; AL CE; SV Fort +3, Ref
vealing gowns are worn. This lucrative business also allows her +14, Will +8; Str 11, Dex 17, Con 11, Int 16, Wis 14, Cha 16.
to peddle scents, drugs, and poisons on the side to a clientele of Height 5' 7".
wealthy but jaded women while learning about the important Skills and Feats: Concentration +8, Disable Device +10, Dis-
people of the city. Between her two professions, she’s amassed guise +10, Escape Artist +10, Gather Information +5, Hide +15,
quite a lot of wealth, which she’s invested in properties in many Knowledge (local) +10, Listen +12, Move Silently +11, Profes-
other cities. sion (bodypainter) +6, Profession (tattoo artist) +6, Search +8,
Tathtlasss has lingered longer than usual in her current Spot +12; Alertness, Blind-Fight, Dodge, Mobility, Point Blank
city primarily because it offers her a steady supply of arriving Shot, Quick Draw.
outlanders. Thus, when she is between jobs, she can indulge Death Attack: If Tathtlasss can study the target creature for
her love of slaying by ambushing lone strangers no one will 3 rounds and then successfully deliver a sneak attack in the next
ever miss. 3 rounds, she can either kill the victim or paralyze it for 1d6+1
Another reason she stays is the presence of an old, local rounds (Fort DC 14 negates either).
wizard who is gradually sinking into his dotage. He mutters his Spell-Like Abilities: 1/day—animal trance (DC 15), cause
days away over books of magic, shut away in his golem-guarded fear (DC 14), charm person (DC 14), darkness, entangle
tower, never noticing that a lithe thief (who can become a ser- (DC 14). Caster level 4th.
pent when she wants to hide) has found a way over the rooftops Alternate Form (Sp): Tathtlasss can psionically assume the
into his loftier windows, and thence into his trophy rooms. In form of a Tiny to Large viper. This ability is similar to a poly-
these littered, seldom-visited chambers lie many relics of mon- morph spell (caster level 19th), but she does not regain any hit
sters that can be discreetly harvested for sale as arcane material points for changing form, and she can assume only viper forms.
components. Furthermore, a pearly white ioun stone and a She gains the viper’s bite attack and poison special attack.
crystal ball with detect thoughts are hidden in a little box on an Detect Poison (Sp): Tathtlasss can use detect poison as the
upper shelf. Tathtlasss has not yet taken these items away with spell (caster level 6th) at will.
her, preferring to sneak in and use them whenever she wishes. Poison Use: Tathtlasss is trained in the use of poison and
No less than three closets in this warren of cluttered rooms never risks accidentally poisoning herself when applying poison
offer her the option of locking herself away to use these items, to a blade.
and one has bolts on the inside of the door that she keeps oiled Assassin Spells Known (1; save DC 13 + spell level): 1st—
to ensure silent operation. feather fall, true strike.
Tathtlasss has no interest in making enemies of adventurers Possessions: +2 scimitar, masterwork longbow, slaying arrow
who might mount a determined campaign to hunt her down. (+1 humans), 20 arrows, quiver, bracers of armor +1, gloves
If at all possible, she poses as a human victim of thieves, of Dexterity +2, cloak of resistance +1, ring of counterspells
kidnappers, or slavers should she unexpectedly encounter PCs. ( lightning bolt), 28 gp.
Pretending to be bewildered about how she got into the sewer, Description: Tathtlasss looks like a lithe, slender human
cellar, or dungeon labyrinth where they found her, she acts female. Her smooth, dusky skin is a perfect counterpoint for
frightened but eager to get out. her black hair and dark eyes. The only hints of her serpentine
If PCs do rescue her, she offers them free bodypainting nature are her forked tongue, pointed teeth, and a few scales
and tattooing at her shop and treats them well if they accept. along the nape of her neck and spine. Though her long hair
Therafter, however, she uses the wizard’s crystal ball to keep a usually covers these scales, she further conceals them with a
close watch on their activities, since adventurers have a habit of henna-dye “tattoo” of ornate scales edged in many monster
turning up wealth and items of interest to a thief. Rather than heads. She reapplies the design every few months using her
stealing directly from them, however, she tries to ensure that professional skills and a set of angled mirrors. Should anyone
the city authorities take them into custody for some real or notice and remark on the design, Tathtlasss passes it off as a
suspected crime. Then, while they’re occupied with explaining slave brand burned into her fl esh years ago by a cruel slaver
themselves, she swoops down on their loot. who kidnapped her. Fortunately, she claims, her kin hunted him
Tathtlasss: Female pureblood yuan-ti rogue 4/assassin 1; down and slew him before his caravan could reach the rich slave
CR 8; Medium monstrous humanoid; HD 4d8 plus 4d6 plus markets he was heading for.
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