Yuan-Ti Pureblood
Medium Monstrous Humanoid Male
10th Rogue / 4th Assassin
Hit Dice: 6d8 +14d6 (76 hit points)
Initiative: +9 (+5 Dex, +4 Improved initiative)
Speed 30 ft.
AC 16 (+5 Dex, +1 Natural)
Attacks: Masterwork Scimitar +18/+13/+8 melee; or masterwork shortbow
with masterwork arrows +21/+16/+11 ranged
Damage: Masterwork Scimitar 1d6+1; or masterwork shortbow 1d6
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spell-Like Abilities, Psionics, Sneak Attack +7d6, Death
Attack, Spells
Special Qualities: SR 16, Evasion, Uncanny Dodge (can't be flanked, Dex
bonus to AC, +1 vs. traps), Skill Mastery, Poison Use, Heat Sense
Saves: Fort +6, Ref +21, Will +12 (+2 vs. poison)
Abilities: Str 13, Dex 20, Con 11, Int 20, Wis 16, Cha 20.
Skills: Balance +19, Bluff +15, Climb +11, Concentration +9, Decipher
Script +15, Diplomacy +17, Disable Device +15, Disguise +22*, Escape Artist
+19, Forgery +15, Gather Information +21, Hide +23*, Knowledge (Arcana) +10,
Knowledge (Architecture) +10, Listen +14, Move Silently +19, Search +9, Sense
Motive +5, Spot +14, Tumble +19, Use Magic Device +9
Feats: Alertness, Blind-fight, Dodge, Expertise, Improved initiative,
Shadow, Trustworthy, Quicker than the Eye, Hamstring (sacrifice 2d6 of sneak
attack damage to reduce victim's speed by half).
Climate/Terrain: Warm forest and underground
Challenge Rating: 19
Alignment: Chaotic Evil
Possessions: Possum Pouch, Masterwork Lock Picks (in the pouch), Spool
of Endless Rope (in the pouch), Pain Extractor (in the pouch), Slime Pot (Often
used to foil pursuers)
Siishilsenoosossish, under the name of Wulluck Kurg, is an enforcer in Ordiss
Ool's Alisander guild, the Shadow Shoal. He also deals in "liquid pain",
a physical manifestation of pain. He is of average human height, and looks quite
friendly and trustworthy. He has heat-sensing pits on the sides of his nose
– the only outward sign that he is not human. He tends to dress in long black
robes and billowing black pants and shirts. His hair is trimmed short so that
it never gets tangled in things while he is trying to sneak in or out of a place.
An optimist, he always tries to look on the bright side of things, and encourages
others to do the same. He is extremely skilled at shadowing people, and then
murdering them. He is loyal to the the Shadow Shoal, the Order of Ordiss, and
he is also loyal to his people. He is quiet, and prefers to listen to people
as opposed to speaking to them. He knows very little of the entire order, and
has never met Ordiss Ool, but he does know two of the guild's lieutenants.
He has quite a charming smile that tends to disarm people.
Spell-like Abilities: 2/day - Animal Trance, Cause Fear, Deeper Darkness,
Entangle, Neutralize poison, Suggestion, Polymorph Other. (8th Level Sorcerer
DC15+Spell Level)
Psionics (Sp): All Yuan-Ti can produce the following effects
at will.
Detect Poison: As the spell cast by a 6th-level sorcerer.
Alternate Form: The yuan-ti can assume the
form of a Tiny to Large viper. This ability is similar to a shapechange spell
cast by a 19th-level sorcerer but allows only viper forms. A yuan-ti in alternate
form uses its most powerful poison attack if it has two.
Chameleon Power: Yuan-ti can change their coloration
to match their surroundings.
Produce Acid: The yuan-ti can exude acid from
its body, dealing 1d6 points of damage to anything it touches. The acid becomes
inert when it leaves the yuan-ti's body.
Aversion: The yuan-ti creates a compulsion
effect targeting one creature within 30 feet. The subject must succeed at a
Will save (DC 19) or gain an aversion to snakes for 10 minutes. Affected subjects
must stay at least 20 feet from any snake or yuan-ti, alive or dead; if already
within 20 feet, they move away. A subject can overcome the compulsion by succeeding
at another DC 19 Will save, but still suffers deep anxiety. This caused a -4
reduction to Dex until the effect wears off or the subject is no longer within
20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy
as cast by a 16th-level sorcerer.
Skills: Yuan-ti using chameleon power receive a +8 circumstance
bonus to Hide checks and a +5 racial bonus to disguise.
Heat Sense (Ex): He has heat sensitive pits in his faces, allowing
him to see infrared heat as well as most species see visible light. He can
see heat up to 20 feet away. This gives him a +2 bonus to Sense Motive on creatures
other than Yuan Ti.
Sneak Attack: Any time the rogue's target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when
the rogue flanks the target, the rogue's attack deals extra damage. The extra
damage is +7d6. Should the rogue score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can only count as sneak
attacks if the target is within 30 feet. The rogue can't strike with deadly
accuracy from beyond that range. With a sap (blackjack) or an unarmed strike,
the rogue can make a sneak attack that deals subdual damage instead of normal
damage. The rogue cannot use a weapon that deals normal damage to deal subdual
damage in a sneak attack, not even with the usual –4 penalty. A rogue can only
sneak attack a living creature with a discernible anatomy. Any creature that
is immune to critical hits is also not vulnerable to sneak attacks. The rogue
must be able to see the target well enough to pick out a vital spot and must
be able to reach a vital spot. The rogue cannot sneak attack while striking
a creature with concealment or striking the limbs of a creature whose vitals
are beyond reach.
Traps: Rogues (and only rogues) can use the Search skill to locate traps
when the task has a Difficulty Class higher than 20. Finding a nonmagical
trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap
has a DC of 25 + the level of the spell used to create it. Rogues (and only
rogues) can use the Disable Device skill to disarm magic traps. A magic trap
generally has a DC of 25 + the level of the spell used to create it. A rogue
who beats a trap's DC by 10 or more with a Disable Device check can generally
study a trap, figure out how it works, and bypass it (with his party) without
disarming it.
Evasion: If exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage, the rogue takes no damage with
a successful saving throw. Evasion can only be used if the rogue is wearing
light armor or no armor. It is an extraordinary ability. He retains his Dexterity
bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
Also, he can no longer be flanked. Another rogue at least four levels higher
can still flank. He also gains a +1 bonus to Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks by traps.
Skill Mastery: He has mastered eight skills. These skills are Balance,
Bluff, Climb, Disable Device, Disguise, Escape Artist, Hide,
and Move Silently. When making a skill check with one of these
skills, the rogue may take 10 even if stress and distractions would normally
prevent the rogue from doing so.
Death Attack: If the assassin studies his victim for 3 rounds and then
makes a sneak attack with a melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly either paralyzing or killing
the target (assassin’s choice). While studying the victim, the assassin can
undertake other actions so long as his attention stays focused on the target
and the target does not detect the assassin or recognize the assassin as an
enemy. If the victim of such an attack fails her Fortitude saving throw DC 19
(DC 10 + the assassin’s class level + the assassin’s Intelligence modifier)
against the kill effect, she dies. If the saving throw fails against the paralysis
effect, the victim’s mind and body become enervated, rendering her completely
helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin.
If the victim’s saving throw succeeds, the attack is just a normal sneak attack.
Once the assassin has completed the 3 rounds of study, he must make the death
attack within the next 3 rounds. If a death attack is attempted and fails (the
victim makes her save) or if the assassin does not launch the attack within
3 rounds of completing the study, 3 new rounds of study are required before
he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison and never risk
accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an assassin gains the ability to cast
a small number of arcane spells. To cast a spell, the assassin must have an
Intelligence score of at least 10 + the spell’s level, so an assassin with an
Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells
are based on Intelligence, and saving throws against these spells have a DC
of 15 + spell level.
1st level— change self, detect poison, spider climb.
2nd level—darkness, pass without trace