KING
Yuan-ti Abomination

Yuan-ti Abomination

Monstrosity · Crown of Deception

T3d8Major

Serpent-human hybrids, yuan-ti abominations command cults, their spells weaving deceit and poison.

Tier 3  ·  Role Major  ·  Pool Vigor 6 / Vitality 6  ·  AC 12  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC127 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense20+5d10
Heart16+3d6
Cunning18+4d8
Fate8-1-d3

Passives

Passive

Spellcasting (coil-tongue sorcery)

The abomination hisses the venomous cant of its cult, bending minds and swallowing light in equal measure.

Passive

Serpent Blood

Immune to poison damage and the poisoned condition; advantage on saves against spells.

Maneuvers

Maneuver

False Friend

One creature that can hear it makes a Mind save (DC 15); on a failure it believes the abomination is a trusted ally until dawn or until the abomination harms it, and will not attack it.

Maneuver

Choking Darkness

A sphere of absolute darkness 30 ft across blooms around a point it chooses; every creature inside is blinded while it remains, and the abomination slips away unseen.

Tactics

GM tactics

Commands yuan-ti cultists while turning party members with False Friend to sow discord, saving it for the strongest-looking warrior. Uses Choking Darkness to escape if badly wounded. Views non-yuan-ti as tools to be used and discarded.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.