Page 54 - Serpent Kingdoms
P. 54

HIDDEN FOLK


                     chieftain at the hands of adventurers, the tribe was in shambles.   his belongings and Vassk in tow. Assassins sent by the Eselemaa
                     K’rr’zaalt, who had been taught the dogma of Shekinester by   caught up with Sasyk and Vassk near Hlondeth. They managed
                     the old chieftain, decided to assume control of the tribe when no   to kill Sasyk before Vassk chased them off. Now, Vassk wanders
                     other leaders emerged.                            the land in search of a new master—preferably another yuan-ti,
                       Several  months  after  he  appointed  himself  chieftain,  the   although he may be drawn to serve a non-yuan-ti with strong
                     tribe  encountered  a  group  of  spirit  nagas  on  their  way  to  a   leadership qualities.
                     meeting known as the Great Conclave. They invited K’rr’zaalt    Vassk:  Male  ophidian  barbarian  10;  CR  12;  Medium
                     to attend, and he accepted. At the end of the conclave, he was   monstrous  humanoid  (reptilian);  HD  3d8+6  plus  10d12+20;
                     deemed worthy to lead his tribe.                  hp 123; Init +4; Spd 30 ft., climb 15 ft., swim 50 ft.; AC 22,
                       K’rr’zaalt now regularly attends the Great Conclave and is   touch 14, fl at-footed 18; Base Atk +13; Grp +17; Atk +18 melee
                     the only pterafolk there. Many of the spirit nagas are not happy   (2d6+7/17–20, +1 greatsword) or +17 melee (1d4+4, bite) or +18
                     with this arrangement, and some have been plotting to assume   ranged (1d8+5/×3 plus 1d6 cold, masterwork composite longbow
                     control of the Kron’ikl tribe. K’rr’zaalt is aware of these plots,   with +1 frost arrow); Full Atk +18/+13 melee (2d6+7/17–20,
                     but he does not know that some of his own people are conspiring   +1 greatsword) and +12 melee (1d4+4, bite) or +18/+13 ranged
                     to overthrow him.                                 (1d8+5/×3 plus 1d6 cold, masterwork composite longbow with
                      K’rr’zaalt: Male pterafolk cleric 8 of Shekinester; CR 11;   +1 frost arrow); SA rage 3/day, serpentine curse; SQ DR 2/—,
                     Large  monstrous  humanoid  (reptilian,  shapechanger);  HD   darkvision 60 ft., fast movement, improved uncanny dodge, trap
                     4d8+20 plus 8d8+40; hp 114; Init +4; Spd 30 ft., climb 20 ft.;   sense +3, uncanny dodge; AL CN; SV Fort +10, Ref +10, Will
                     fl y 30 ft. (average) with wings/50 ft. (good) as pteranadon; AC   +7; Str 18, Dex 18, Con 15, Int 8, Wis 12, Cha 10.
                     22, touch 10, fl at-footed 22; Base Atk +10; Grp +20; Atk +15     Skills  and  Feats: Climb +14*, Hide  +5 (+15  in forests or
                     melee (1d6+6, claw) or +17 melee (1d8+8, +2 heavy mace) or   underground), Listen +4, Move Silently +5, Spot +4, Swim +13;
                     +9 ranged (1d10/19–20, heavy crossbow); Full Atk +15 melee   Alertness, Dodge, Improved Critical (greatsword), Power Attack.
                     (1d6+6, 2 claws) and +13 melee (1d8+3, bite) or +17/+12 melee     *Vassk has a +8 racial bonus on Climb checks (already fac-
                     (1d8+8, +2 heavy mace) or +9 ranged (1d10/19–20, heavy cross-  tored into his statistics) and can always choose to take 10 on
                     bow);  Space/Reach  10  ft./10  ft.;  SA  rebuke  undead  3/day;  SQ   Climb checks, even if rushed or threatened.
                     alternate form, darkvision 60 ft.; AL CE; SV Fort +12, Ref +6,     Rage (Ex): Three times per day, Vassk can enter a state of
                     Will +14; Str 23, Dex 10, Con 20, Int 8, Wis 19, Cha 10.  fi erce rage that lasts for 7 rounds. The following changes are in
                       Skills and Feats: Climb +14, Concentration +7, Diplomacy   effect as long as he rages: hp 149; AC 20, touch 12, fl at-footed
                     +2, Hide –2, Jump +9, Knowledge (religion) +1, Listen +8, Spell-  16; Grp +19; Atk +20 melee (2d6+10/17–20, +1 greatsword);
                     craft +1, Spot +8; Alertness, Chameleon Hide, Flyby Attack,   Full Atk +20/+15 melee (2d6+10/17–20, +1 greatsword) and
                     Improved Initiative, Multiattack, Power Attack.   +14 melee (1d4+6, bite); SV Fort +12, Will +9; Str 22, Con 22;
                       Alternate Form (Sp): At will, a pterafolk can change its arms   Climb +16*, Swim +15. At the end of his rage, Vassk is fatigued
                     into leathery wings or assume the form of a pteranodon as a full-  for the duration of the encounter.
                     round action. It can remain in either form for as long as desired.     Serpentine  Curse  (Su): Any  humanoid  hit  by  Vassk’s  bite
                     Returning to its normal form requires another full-round action.  attack must succeed on a DC 11 Fortitude save or contract a
                       Cleric  Spells  Prepared  (6/5+1/4+1/4+1/3+1;  save  DC  14  +   curse that will turn the victim into an ophidian. Starting 1d4+1
                     spell level): 0—cure minor wounds, detect magic, detect poison,   days after infection, the victim slowly becomes more snakelike:
                     light, purify food and drink, read magic; 1st—cause fear, com-  Its skin grows scaly, its legs begin to shrink and fuse together,
                     mand, doom, hide from undead, protection from law*, shield of   and its tongue becomes forked. After two weeks, the victim is
                     faith; 2nd—bull’s strength, darkness, desecrate, shatter*, silence;   fully  transformed  into  an  ophidian,  with  no  memory  of  its
                     3rd—contagion,  dispel  magic,  invisibility  purge,  magic  circle   previous existence. To stop the transformation, the victim must
                     against  law*,  wind  wall; 4th—chaos  hammer*,  cure  critical   receive a remove disease or remove curse spell before the process
                     wounds, death ward, poison.                       is complete, although these spells do not undo any transforma-
                       *Domain  spell.  Deity:  Shekinester.  Domains:  Chaos  (cast   tion that has already begun. A heal, regenerate, limited wish,
                     chaos  spells  at  +1  caster  level),  Scalykind  (rebuke/command   wish, or miracle spell is required to reverse the transformation.
                     lizards and snakes 3/day).                        Once the transformation is complete, nothing short of a wish
                       Possessions: +2 heavy mace, heavy crossbow, 25 bolts, cloak   or miracle can return the victim to its previous state.
                     of resistance +1, bracers of armor +5, 2 scrolls of cure moderate     Improved Uncanny Dodge (Ex): Cannot be fl anked and can
                     wounds, holy symbol, 6 torches, 388 gp.           only be sneak attacked by a character who has at least fourteen
                                                                       levels of rogue.
                                         VASSK                           Uncanny Dodge (Ex): Vassk retains his Dexterity bonus to
                     Like most ophidians, Vassk lives to serve. Until recently, he   AC even when fl at-footed or targeted by an unseen foe (he still
                     served Sasyk Vatoros, a pureblood yuan-ti wizard working for   loses his Dexterity bonus if paralyzed or otherwise immobile).
                     House Eselemas in Lushpool. However, Sasyk was caught trad-    Possessions: +1 chain shirt, +1 greatsword, masterwork compos-
                     ing magical secrets to House Se’Sehen and fl ed Lushpool with   ite longbow (+4 Str bonus), 20 +1 frost arrows and 10 arrows.

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             620_96566_SerpentKing32-53.indd   53                                                               5/12/04, 2:56:42 PM
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