Page 91 - Serpent Kingdoms
P. 91
MONSTERS
against others, but they aren’t stupid either. Holy guardians of- A serpent with human arms and a human head rears back,
ten discuss among themselves the prudence of (and philosophy its serpent eyes glittering with malice. A streak of eldritch
behind) orders that they’ve been given, as well as the motives energy streams from its outstretched fi nger.
and worth of their superiors.
These yuan-ti disobey clerics of Sseth only when their orders Mageslayers were bred by certain yuan-ti elders concerned about
are clearly against temple teachings, or foolishly endanger other the rising magical vigor of humans in Faerûn. Believing that the
clergy or holy items. If faced with confl icting orders from differ- vrael olo needed their own spellcasters to effectively fi ght the
ent clerics of Sseth, they obey the cleric they believe to be wiser menace stemming from “every stinking Scaleless One having
or more worthy, regardless of rank. spells enough to blast down scores of us,” they produced a kind
Holy guardians are not magically or psionically compelled of yuan-ti with innate spell ability.
to obey anyone, and they are considered apart from tribal hi- A mageslayer looks like a slightly larger version of a yuan-ti
erarchy and authority. Thus, in practice, they are “above” the halfblood with human arms and a serpent tail. A typical speci-
orders of even tribal leaders. Holy guardians are reluctant to men has a human head, though its tongue is forked and its eyes
attack or discipline other holy guardians and refuse to do so have vertical pupils, like a serpent’s. It stands about 7 feet tall
unless they personally believe the offender has “gone rogue”— when rearing upright and weighs about 270 pounds. Mageslay-
never merely because a cleric of Sseth orders it. (Such a cleric ers have a wide variety of scale patterning and hues in their
is obviously mistakenly ordering the destruction of holy prop- natural states.
erty, which Sseth himself trusts and expects holy guardians to Mageslayers speak Abyssal, Common, Draconic, and
guard). A holy guardian’s preferred class is yuan-ti cultist (see Yuan-ti.
Savage Species).
Combat
Yuan-ti Mageslayer
Yuan-ti mageslayers are trained for spell battles by the Coiled
Medium Monstrous Humanoid Cabal even if they aren’t members, and they thoroughly under-
Hit Dice: 8d8+16 (40 hp) stand the side effects and unorthodox uses of their spells. They’re
Initiative: +1 used to hurling spells so as not to endanger allies in a fast-mov-
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft. ing fray, and they are quick to set up traps and take advantage
Armor Class: 18 (+1 Dex, +7 natural), touch 11, fl at-footed 17 of cover and deception where possible.
Base Attack/Grapple: +8/+12 The Coiled Cabal teaches that a mageslayer life lost is a
Attack: Masterwork short sword +13 melee (1d6+6/19–20) or “wound felt by all vrael olo,” a waste that weakens the race and
masterwork composite longbow (+4 Str bonus) + 10 ranged must therefore be avoided. As cabal leaders put it, “A valiant
(1d8+4/×3) hero is a human fool.” Thus, a mageslayer saves its own scales
Full Attack: Masterwork short sword +13/+8 melee (1d6+6/ fi rst, fl eeing to fi ght another day.
19–20) and bite +5 melee (1d6+2 plus poison) or masterwork Mageslayers typically arrange ambushes so their dimension
composite longbow (+4 Str bonus) + 10/+5 ranged (1d8+4/×3) door abilities can whisk them to a waiting boat, inaccessible
Space/Reach: 5 ft./5 ft. cave mouth, balcony, or cliffside ledge for easy escape should a
Special Attacks: Constrict 1d6+6, improved grab, poison, spell- fi ght go against them. Though ruthless in battle, they follow
like abilities, venomous tentacles orders when it comes to capturing prisoners alive, recovering
Special Qualities: Alternate form, chameleon power, darkvision items, and avoiding damage to the surroundings. Like other
60 ft., detect poison, scent, spell resistance 20 yuan-ti, they admire the skulker more than the tower-toppling
Saves: Fort +4, Ref +7, Will +10 fi reball- hurler.
Abilities: Str 19, Dex 13, Con 15, Int 19, Wis 19, Cha 17 Constrict (Ex): On a successful grapple check, a mageslayer
Skills: Climb +12, Concentration +13, Craft (any) +15, Hide +12, deals 1d6+6 points of damage.
Knowledge (arcana) +15, Listen +17, Spot +17, Swim +12 Improved Grab (Ex): To use this ability, a mageslayer must
B
B
Feats: Alertness , Blind-Fight , Combat Expertise, Eschew hit with its bite attack. It can then attempt to start a grapple as
Materials, Still Spell a free action without provoking an attack of opportunity. If it
Environment: Warm forests wins the grapple check, it establishes a hold and can constrict.
Organization: Solitary, pair, gang (3–4), or guard detail (3–12) Poison (Ex): Injury, Fortitude DC 16, initial and secondary
Challenge Rating: 9 damage 1d6 Con. The save DC is Constitution-based.
Treasure: Double standard Spell-Like Abilities: At will—animal trance (DC 15), cause
Alignment: Usually chaotic evil fear (DC 15), conceal thoughts (self only), entangle (DC 15);
Advancement: By character class (sorcerer preferred) 3/day—deeper darkness, greater dispel magic, neutralize poison
Level Adjustment: +6 (DC 18), protection from energy (self only), suggestion (DC 17);
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