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);




                                                                    90








             620_96566_SerpentKing54-91.indd   90                                                               5/12/04, 3:33:57 PM
   86   87   88   89   90   91   92   93   94   95   96