Hordes of Chaos - And other Sailors on the River of Worlds

Psion

Adventurer
My Sailor on the River of Worlds campaign has begun (see here), and in the same vein as my prior "Drow Villainy" rogues gallery thread, I thought I'd share a few things I am cooking up.

One of my major baddies is going to be the hordes of chaos. The basic plot cocept is that the galchutt are from the "time before", and didn't exactly approve of this "creation" idea. They reach into the worlds of men and seek to undo creation, and to return the multiverse to the primal chaos that existed before. They typical madness-inducing oblivion-seeker sort of thing. But they mean business.

Chaositech was going to be one of my major resources, though just a few pages from Portals and Planes are proving a bit more compact and easy to use -- it features cretures and templates for Choas Legionnaires.
 

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Ryss, Avatar of Chaos

Ryss is intended as a taunting villain who will be essentially untouchable by the PCs until he reaches higher level. He is a manifestation of chaos itself, and acts to further the cause of chaos, but rarely overtly. When he meets the PCs, he will be a bit like the Emperor in Return of the Jedi: sitting back, taunting, until the PCs prove to be too much of a nuissance, when he unleashes a can of whoop-hiney.
Rhyss is made as a doppleganger with the relentless and enchanted templates from the Book of Templates, the Chaos Spawn template from Portals and Planes, and the wild spellcaster template from Wild Spellcraft. I am thinking of going with an incubus instead.

Ryss appears as a beautiful human or humanoid male with features that subtly continuously shift. Basically, I give player a spot check every round to notice this. Those who fail the spot check still feel disconcerted by his appearance, but can't place a finger on it.

Relentless Immortal Enchanted Chaos-Spawn Wild Spellcaster Doppleganger Sorcerer 12

Ryss, None Doppelganger Monstrous Humanoid4/Sor12/Outsider2: CR 23; Medium Outsider (Shapechanger, Chaos Legionnaire); HD 2d8+10 (Chaos Spawn)+4d10+20(Monstrous Humanoid) , 12d6+60(Sorcerer); hp 158; Init +1; Spd 30, fly 30 (avg); AC:23 (+1 dex, +4 natural, +4 armor, +4 deflection)(Flatfooted:22 Touch:15); Atk +12/7 base melee, +11/6 base ranged; +12 (1d6+3, Slam); Full attack: +12/+7 (melee weapon) and +7 (tentacle 1d6+3); SA: Detect Thoughts (Su), Spell-like Abilities, Chaotic Sunder; SQ: Energy Resistance (Acid) 20 (cold, fire, electricity) 10, Immunities, Spell Resistance (Ex): 18, Low-light Vision (Ex), Regeneration 7, Critical Weakness, Child of Chaos, Liquid Body; AL CE; SV Fort +16, Ref +12, Will +18; STR 14, DEX 13, CON 20, INT 18, WIS 15, CHA 25.
Skills and Feats: Bluff +30, Concentration +24, Disguise +20, Forgery +6, Intimidate +16, Knowledge (Arcana) +19, Listen +7, Sense Motive +7, Spellcraft +25, Spot +9; Combat Casting, Deceitful, Enlarge Spell, Improved Counterspell, Quicken Spell, Simple Weapon Proficiency, Spell Focus: Evocation, Spell Penetration.
Spells Known (Sor 6/8/8/8/7/6/4): 0 -- Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Cause Fear, Charm Person, Feather Fall, Hold Portal, Magic Missile; 2nd -- Continual Flame, Darkvision, Invisibility, Knock, Melf`s Acid Arrow; 3rd -- Fireball, Haste, Hold Person, Magic Circle against Evil; 4th -- Dimension Door, Globe of Invulnerability, Lesser, Wall of Fire; 5th -- Feeblemind, Summon Monster V; 6th -- Dispel Magic, Greater.
Smite Law (Su): 5 times/day, +7 to hit, +16 damage against lawful creatures.
Spell Like Abilities(Sp): At will - Detect magic, read magic, light; 6/day - mage armor, invisibility. 1/week - commune. The detect magic ability goes directly to the third round results.
Immunities(Ex): Immune to mind influencing effects, charm, disease, poison, fatigue, fear, sleep, paralysis, stunning, energy drain, and death from massive damage.
Energy Immunity (Ex): Immune to sonic damage.
Eternal (Ex): An immortal’s body does not age or fatigue, nor can it die from age, suffocation starvation, or thirst. Immortals do not need to sleep. Though it may eat, breathe, and drink, it cannot be damaged by starvation, suffocation, or thirst.
Critical Weakness (Ex): One artifact, material, or energy can harm a relentless creature The
substance still does subdual damage (per regeneration) on a successful attack, however the relentless is killed instantly and irrevocably if it is struck or treated appropriately with its critical weakness while it is unconscious due to subdual damage.
Finding out this sort of knowledge is the stuff of desperate quests and legendary tales (Knowledge or bardic lore check DC 30 or more). The legend lore spell works fine within its normal limitations—that is, most castings take 2d6 weeks and give only vague clues. Such truths are well guarded by powerful relentless creatures.
Regeneration (Ex): Rhyss has regeneration 7. No form of damage overcomes this regeneration. If it loses a limb or body part, the lost portion regrows in 2d6 minutes (minimum 1d6).
Child of Chaos: For all rolls of creatures attacking or defending against the chaos creature must roll twice and take the worst result. This includes attack rolls, damage rolls, and saves against effects.
Liquid body: ½ damage from slashing weapons.
Wild Spellcaster: Spells mishap 1 in 20.
Possessions:
Weapons: Dagger (2 gp); Crossbow, light, Masterwork (335 gp).
 

Thought I'd dump a few stats I've been using. Sorry if the stat blocks aren't neatly formatted.

I'm interested in item help for my Psion villain (scroll down).

First on the hit parade is Edward "D" Sabaka, the NPC first mate, swaggerer, cat-juggler, and rapier master. Edward's catch line is to introduce himself as "Edward Deee Sabaka. D stands for" {insert appropriate D-word}.

Edward D. Sabaka, male half-elf Bard 5 / Rapier Master4: CR 9; Size M (5 ft., 9 in. tall); HD 5d6+5 + 3d8+3; hp 47; Init +2 (+2 Dex); Spd 30 ft.; AC 19 (+2 Dex, +3 Dodge, +4 leather armor +2); Attack +9 melee, or +10 ranged; SV Fort +3, Ref +10, Will +5; AL NG; Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha 16.
Languages Spoken: Common, Elven.
Skills and feats: Balance +10 (8), Bluff +11 (6), Climb +6 (5), Diplomacy +7 (4), Hide +3 (1), Jump +6 (5), Gather Information +9 (6), Perform (Juggle) +11 (8), Perform (Sing) +7, Profession (Sailor) +6 (6), Sense Motive +4 (4), Speak Language +4 (4), Swim +4 (3), Tumble +10 (8); Careful Attack*, Dodge, Expertise, Fencing Stance*, Lunge*, Setting the Target Up*, Silver Tongue, Weapon Focus (Rapier).
Possessions: 5,600 gp in gear.
Bard Spells Known (3/4/2): 0th -- Dancing Lights, Know Direction, Mage Hand, Mending, Open/Close, Read Magic. 1st -- Disguise Self, Erase, Identify, Undetectable Alignment. 2nd -- Eagle's Splendor, Hold Person, Mirror Image.

* - Feat from Masters of Arms:
Careful Attack (Ex, Combination)
Too many people attempt to do everything at once, and fail miserably as a result. By slowing down the pace of the fight and taking your time with your attacks you can increase your chance of a hit.
Prerequisites: Dodge, Weapon Focus (Rapier)
Allowed Weapons: rapier
Benefit: For this two step combination you sacrifice your first attack to gain a +8 maneuver bonus to hit with the second attack.

Fencing Stance (Ex):
Prerequisites: Weapon Focus (Rapier)
Benefit: You may enter or leave this stance as a free action. While in this stance you gain a +2 Dodge bonus against one opponent that you designate. You may not make use of a shield while in this stance.

Setting the Target up (Ex, Combination)
You make a quick strike near the target’s head or some vital organ to draw their attention. However, this is just a feint and you quickly follow with another strike to a more vulnerable location.
Prerequisites: Weapon Focus with weapon used
Benefit: With this two-step maneuver you sacrifice your first attack to gain a maneuver bonus of +3 to hit, +3 damage, and double the critical threat range with the second step.

Lunge (Ex, Combination)
Most fencers learn how to do this early in life since, by stepping outward and leading with your blade, you not only extend your reach but also the force with which you strike. As fencers age they continue to do this until they realize that they’re mostly just causing additional damage to their pants.
Prerequisites: Weapon Focus with weapon used
Allowed Weapons: any sword
Benefit: This is one of the rare maneuvers where you give up later attacks for a bonus on the initial step. For this two step combination you make the initial lunging attack; you have +5 feet of reach with this and gain a maneuver bonus of +1 to hit and +2 to damage. However, you spend the second step returning to your original position and stance.

A half elf of somewhat humble beginnings, Edward is a troubadour and adventurer of high aspirations. He has learned a bit of fencing and hopes to someday enter both the prestigious fighting schools and minstrel academy of Tai. Along the way, he hopes to encounter a little adventure and swoon a few maidens. Surely, that's not the only adventure he's going to encounter.

Quotes: "D is for dangerous," or "D is for dashing," or "D is for daring," etc.
 

This is Quarivos, the ship's mage, who the party rescued from a chaos raid on a Sea Elf settlement.

Quarivos, Male Elf, High Wiz6: CR 6; Medium Humanoid (Elf); HD 6d4+6(Wizard) ; hp 23; Init +1; Spd 30; AC:11 (Flatfooted:10 Touch:11); Atk +3 base melee, +4 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL N; SV Fort +3, Ref +3, Will +6; STR 10, DEX 12, CON 13, INT 16, WIS 12, CHA 13.
Skills: Concentration +6, Craft (Alchemy) +5, Knowledge (Arcana) +10, Knowledge (Geography) +10, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (The Planes) +5, Listen +3, Profession (Navigator) +8, Profession (Sailor) +5, Search +5, Spellcraft +10, Spot +3.
Feats: Brew Potion, Combat Casting, Craft Wondrous Item, Scribe Scroll, Spell Mastery(3).
Spells Known (Wiz 4/4/4/3): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1 – ; 2 – ; 3 – (sorry, spell list not complete ATM... I tend to fake spell lists)
Spells Prepared (Wiz 4/4/4/3): .
 

This is Kenric Zubalec. He is a Talaire (from Steve Kenson's Mind Lords of Talaron article), a race of near-humans hailing from a world destroyed by mind flayers when they blotted out the sun. Needless to say, Talaire and mind flayers don't get along...

He was an NPC I threw in the party when they were a little light on arcane/psionic firepower. He tarried for a bit but eventually departed when the party found an enclave of Talaire.

Kenric Zubelec Male Talaire Seer 5 / Chakra Savant 5: CR 10; Medium Humanoid (Human); HD 10d4+10; hp 37; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +3 base melee, +4 base ranged; SQ; AL N; SV Fort +6, Ref +4, Will +10; STR 9, DEX 14, CON 12, INT 19, WIS 16, CHA 15.
Skills: Autohypnosis +10 (7), Balance +6 (4), Climb +3 (4), Concentration +10 (9), Gather Information +9 (7), Jump +1 (2), Knowledge (Dungeoneering) +7 (3), Knowledge (History) +6 (2), Knowledge (Psionics) +13 (9), Knowledge (The Planes) +12 (8), Listen +10 (7), Psicraft +12 (8), Spot +10 (7), Swim +3 (4).
Feats: (6) Greater Psionic Endowment, Power Penetration, Psionic Endowment, Psionic Meditation, Scribe Tattoo.
Powers Known: (9th level, PP: 90, DC: Base: 14+level), 1st - Empty Mind, Inertial Armor, Mind Thrust, Precognition, Psionic Resistance*; 2nd - Biofeedback, Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions; 3rd - Dispel Psionics, Energy Bolt, Psionic Blast, Steal Item*; 4th - Correspond, Intellect Fortress, Psychic Reformation, Remote View; 5th - (2) Planeshift and second chance??, power resistance??.
Chakra Savant Powers:
Root chakra - recover 5 pp by meditating for 10 minutes (5/day)
Sacral chakra - mindful aura 1/day
Solar chakra - ignore one charm or compulsion 1/day
Heart chakra - heal 5 hp by meditating for 10 minutes (5/day).
Throat Chakra - +2 to all will saves
 

Bramble

Bramble was the first place I shipwrecked the party after they ventured out onto the river of worlds. The party met some hostile bramble elves, as well as Sthien, the half-naga druid/tender of worlds who would become the mentor of the party's druid.

Bramble:

Rhyethaludrim ("Ryeth")
Female Sthien (naga/elf) Druid 5 / Tender of Worlds 6
Alignment: NG
Allegiance: Tenders of Worlds
Base attack: +7 Fort: +9 Reflex: +3 Will: +9
Melee: +7 Missile: +8 Fort: +11 Reflex: +4 Will: +12
Str: 10 Dex: 12 Con: 15 Int: 14 Wis: 17 Cha: 16
Druid Spells: DC 13+spell level

Skills and Feats: Concentration +10 (+8 Rank, +2 Con), Craft (Woodworking) +7 (+5 Rank, +2 Int), Handle Animal +11 (+8 Rank, +3 Cha), Heal +13 (+8 Rank, +3 Wis, +2 Self-sufficient), Hide +1 (+1 Dex), Knowledge (Nature) +14 (+12 Rank, +2 Int), Knowledge (the Planes) +16 (+14 Rank, +2 Int), Listen +7 (+3 Rank, +3 Wis, +1 Racial), Move Silently +1 (+1 Dex), Search +3 (+2 Int, +1 Racial), Spellcraft +9 (+6 Rank, +2 Int), Spot +7 (+3 Rank, +3 Wis, +1 Racial), Survival +14 (+9 Rank, +3 Wis, +2 Self Sufficient), Swim +8 (+8 Rank); Brew Potion, Craft Staff, Self Sufficient, Track.

(Bramble elves were quick wild elves modded with the bramble template from Advanced Bestiary)
 

Memento Mori

Part of the impetus for travelling to the planes was a favor owed to Kira Tas'Tonis, a planetouched member of the Memento Mori, an orginazation interested in researching and using the remains of deities. The Shadow Isle adventures took the players to a planar isle that was the death site of a god of Shadow. (An outcome of a prior campaign...)

The Memento Mori, their enemies The Cabal of the Dirge, and various rules for handling slain deities are in Malhavoc's Requiem for a God.

Kira Tas'Tonis – female Smoke Para-Genasi Wizard 2/Fighter 5/Harvester of Divinity 4: CR 11; Medium Outsider; HD 2d4+5d10+14(Fighter) ; hp 74 ; Init +8; Spd 30; AC:14 (Flatfooted:10 Touch:14); Atk +8/3 base melee, +10/5 base ranged; AL N; SV Fort +10, Ref +7, Will +8; STR 14, DEX 20, CON 15, INT 20, WIS 12, CHA 13.
Skills: Wiz: 30 Ftr: 34 HoD: 28
Climb +8 (6) Concentration +15 (13) Craft (Alchemy) +10 (5) Heal +5 (4) Intimidate +7 (6) Jump +11 (9) Knowledge (Arcana) +14 (9) Knowledge (Religion) +14 (9) Knowledge (The Planes) +14 (9) Spellcraft +10 (5) Search +9 (4) Sense Motive +5 (4) Swim +12 (10)
Feats: Combat Expertise, Divine Resistance*, Godstrike*, Improved Initiative, Scribe Scroll, Weapon Focus: Longsword, Weapon Specialization: Longsword (3+4)

*- From Requiem for a God

Divine Sustenance, sense divine energy (200 feet), harvest lesser energy, divine strike 2/day


Charret Aspenstem: Halfling Psychic Warrior 4 / Sorcerer 6 / Eldritch Knight 2 / Harvester of Divinity 1
Str: 12, Dex: 16, Con: 12, Int: 14, Wis: 14, Cha: 16
Psywar: 22 Sorcerer: 24 EK: 3 HoD: 3
Psywar: autohypnosis 6 concentration 4 jump 5 k/religion 2 (4) k/psionics 2 search 5
Sorcerer: bluff 5 concentration 4 k/arcane 6 k religion 3 (6) spellcraft 3
Eldritch knight: Sense motive 2 Spellcraft 1
Harvester of divinity: k/the planes 2 k/religion 1

Totals: Autohypnosis 8 Bluff 8 Concentration 9 Jump 6 K/Arcane 8 K/Psionics 4 K/Religion 8 Search 7 Sense Motive 4 Spellcraft 6
Feats: 5 + 2 psychic warrior + 1 fighter
Weapon Focus
BAB: +8 (Melee: +10 Ranged: +12) Fort: +11 Ref: +6 Will: +10
Psychic Warrior Powers (9 PP): 1st- Biofeedback, Expansion, Prevenom Weapon, 2nd- Animal Affinity
Sorcerer Spells (6/6/6/4) 0- Detect Magic (+6); 1- Ray of Enfeeblement, Identify, Mage Armor, Shield, Magic Missile; 2- Detect Thoughts, Resist Energy, Scorching Ray; 3- Hold Person, Fly.
Harvester of divinity power: Divine Sustenance, Sense Divine Energy
 

More requiem for a god

Here's some 3.5 conversion material I did for Requiem for a God I did to support the Shadow Isle adventure:

Updated Threnody PrC: Remove Alchemy, Innuendo, Read Lips, and Scry from the class skill list. Add Craft (Alchemy), Sense Motive, and Spot to the class skill list.
Threnodies receive 6+Int modifier skill points per level.

Cabal of the Dirge:

Updated Threnody:
Typical threnody, female human Brd5/Threnody3: CR 8; Medium humanoid; HD 5d6 + 3d8; hp 35; Init +2; Speed 30 feet; AC 17(+2 Dex, +5 armor); Attack +6/+1 melee (1d6+1, rapier) and +5 melee (1d4+1, dagger) or +8/+3 ranged (1d6+1, short bow); AL N; SV Fort +2, Ref +9, Will +8; Str 12, Dex 15, Con 10, Int 15,Wis 13, Cha 18
Skills and Feats: Balance +6, Bluff +10, Concentration +8, Disguise +10, Escape artist +6, Hide +10, Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (The Planes) +6, Move silently +10, Perform +15, Search +6, Sense Motive +7, Swim +5, Use magic device +10; , Godstrike†, Skill Focus (Perform), Two-Weapon Fighting,Weapon Focus (rapier)
A Note From the Great Dirge: By repeating a single note of the Dirge, she can cast any 1st- or 2nd-level necromancy spell she is aware of, regardless of whether it is divine or arcane. She must have any necessary components or foci, and she uses her threnody class level as her caster level.
She can use this spell-like ability once per day.
Possessions: +1 chain shirt, +1 rapier, +1 dagger, wand of cure light wounds (22 charges), masterwork mighty composite short bow (+1), potions of see invisibility, cat’s grace, protection from fire, and haste
Spells Known (3/4/3):0—detect magic, ghost sound, light, mage hand, prestidigitation, read magic; 1st—charm person, cure light wounds, sleep, ventriloquism; 2nd—invisibility, locate object, mirror image.
 

Dragonwatch Harbor

Dragonwatch Harbor is a free port on the river of worlds. I took Liberty (of Thieves Quarter / Temple Quarter), and pictured a harbor filled with ships that act as quarters, and added some backstory re: Dragon Mages (see the Dragon Pirate thread.)

One of my guiding principles when devising locations for this campaign is the notion that you won't rule for long without magic on your side. Dragonwatch Harbor exemplifies this. It is ruled by a guild of Dragon Mages (PrC described in spells & magic; they derive power from having items in their horde.)

Though I didn't have many reasons to do full writeups of Dragon Mages, here's an NPC the party met when looking for info about the realms of the elemental elves, one of the elves cast adrift by the same ancient events that orphaned on the party members. I plan to update here and have her become a thorn in the party's side.

Larreeporik/ Linna, female water elf* Clr9/Raveller**5: CR 14; Size M (5 ft., 1 in. tall); HD 9d8+5d6+14; hp 68; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30, swim 30 ft.; AC 12 (+2 Dex); Attack +11/+4 melee, or +11/+4 ranged; SV Fort +9, Ref +6, Will +15; AL NE; Str 14, Dex 14, Con 12, Int 13, Wis 20, Cha 15.
Languages Spoken: Aquan, Planar Common, Elven, Sylvan.
Skills and feats: Concentration +15 (+12 Rank, +1 Con, +2 Racial) Craft (Alchemy) +10 (+9 Rank, +1 Int), Heal +10 (+7 Rank, +3 Wis), Hide +2 (+2 Dex), Knowledge (Arcana) +8 (+7 Rank, +1 Int), Knowledge (Religion) +9 (+8 Rank, +1 Int), Knowledge (The Planes) +9 (+9 Rank, +1 Int), Listen +5 (+3 Wis, +2 Racial), Move Silently +2 (+2 Dex), Search +1 (+1 Int), Spot +5 (+3 Wis, +2 Racial); Combat Expertise, Crafts arms and armor, Exotic Weapon Proficiency, Improved Disarm, Improved Initiative, Improved Trip.
Possessions: 45,000 gp in gear.
Cleric Domains: Chains, Pain.
Cleric Spells Per Day: 6/6+1/6+1/5+1/5+1/4+1/2+1/1+1.
Spells prepared: 0 - ; 1st - ; 2nd - ; 3rd - ; 4th - ; 5th - ; 6th - ; 7th - .
Domain Spells (domains - Chains, Pain): 1st - Grasping Chains (Entangle); 2nd - Sadism***; 3rd - Wrack***; 4th - Black Tentacles; 5th -Thousand Needles***; 6th - Pox***; 7th - Wave of Pain***.
* - Spell from Book of Vile Darkness.

Class/race abilities:
Chain spells (9th level)
Chain touch: Can channel touch spells though a magic spiked chain.
Swim: Swim speed 40 ft., +8 swim checks to maneuver in water. No swim checks to move, can run while swimming.
Immunity to cold
Darkvision: 60 feet
Water breathing
Martial proficiency in longsword, rapier, longbow, shortbow.
Watery Form: 1/day as a free action, lasts 1 round/level, +3 dodge bonus to AC and +5 to escape artist and balance checks.
Spell-like abilities: 2/day—bless/curse water; 1/day—control water, protection from energy, quench, water walk.
Skill bonuses: +2 to concentration, escape artist, spot, and listen. +2 to knowledge (nature) checks related to aquatic environments.

* - Source Bow & Blade.
** - Source EN Arsenal: Spiked Chain
*** - Source Book of Vile Darkness.
 

Lizard Kingdoms / Yuan Ti

The original plot had the players pursuing a prince that had been kidnapped by the Yuan Ti. After a long time, the players finally caught up with them in the Lizard Kingdoms (from Beyond Countless Doorways.)

I was disappointed not to have full stat blocks for Psionic Yuan Ti... so I did them myself. I also did some classes examples.

Yuan-Ti Pureblood - Monstrous Humanoid 4: CR 3; Size M; HD 4d8; hp 18; Init +5 (+1 Dex, +4 Improved Initiative); AC 17 (+1 Dex, +1 natural, +3 masterwork studded leather, +2 masterwork heavy shield); Attack: scimitar +5 melee (1d6/18-20), or longbow +6 ranged (1d8/x3); SA Spell-like abilities, psionics; SQ alternate form, darkvision 60 ft., PR 14; SV Fort +1, Ref +5, Will +4; AL CE; Str 11, Dex 13, Con 11, Int 12, Wis 10, Cha 12.
Languages: Abyssal, Common, Draconic, Yuan-Ti.
Skills and feats: Concentration +7, Disguise +4*, Hide +3, Knowledge (any one)+5, Listen +4, Spot +4; Alertness*, Blind-fight*, Dodge, Improved Initiative.
Alternate Form (Sp): Tiny to Large viper, as polymorph self (19th level.)
Psionics (Ps): At will – detect hostile intent, psionic charm (animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 13*), psionic daze (6 HD, DC 12*), 1/day – aversion (DC 13), concealing amphora, darkness, entangling ectoplasm (large creature). Manifester level 3.

Yuan-Ti Halfblood – Monstrous Humanoid 7: CR 3; Size M; HD 7d8+7; hp 38; Init +5 (+1 Dex, +4 Improved Initiative); AC 20 (+1 Dex, +4 natural, +3 masterwork studded leather, +2 masterwork heavy shield); Attack: scimitar +10/+5 melee (1d6+2/18-20) and bite +4 melee (1d6+1 + poison), or masterwork composite longbow +9/+4 ranged (1d8+2/x3); SA psionics, poison; SQ alternate form, darkvision 60 ft., PR 16; SV Fort +3, Ref +6, Will +9; AL CE; Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16.
Languages: Abyssal, Common, Draconic, Yuan-Ti.
Skills and feats: Concentration +11, Craft or Knowledge +14 (any two), Hide +10*, Listen +16, Spot +16; Alertness*, Blind-fight*, Combat Expertise, Dodge, Improved Initiative.
Alternate Form (Sp): Tiny to Large viper, as polymorph self (19th level.)
Poison: Injury DC 14, initial and secondary damage 1d6 Con.
Psionics (Ps): At will – chameleon, detect hostile intent, exhalation of the black dragon; 3/day – aversion (DC 16), concealing amphora, entangling ectoplasm, (huge creatures*), psionic charm (all targets, DC 16*), psionic daze (9 HD, DC 14*), deeper darkness, mind thrust (ML 4th, 4d10, DC 15*); 1/day – body purification (3 points*), psionic suggestion (two targets, DC 15*).
* - Adjusted for manifester level.
Skills: Halfblood yuan-ti using the chameleon power receive a +10 to hide checks.

Variants: (Above is snake headed variant)

Snake arm variant: Instead of scimitar and bite attack, two bite attacks (1d4+2 + poison, poison damage as above).

Snake tail plus human legs (move 30 ft., swim 15 ft. constrict small or smaller creatures 1d4+3 damage)

Snake tail instead of human legs (move 20 ft., climb 15 ft., swim 15 ft., constrict medium or smaller creatures for 1d6+3.)


Yuan-Ti Abomination – Monstrous Humanoid 9: CR 3; Size L; HD 9d8+27; hp 67; Init +5 (+1 Dex, +4 Improved Initiative); Speed 30 ft., climb 20 ft., swim 20 ft., AC 22 (-1 Size, +1 Dex, +10 natural, +2 masterwork heavy shield); Attack: scimitar +13/+8 melee (1d8+4/18-20) and bite +7 melee (2d6+3 + poison), or masterwork composite longbow +9/+4 ranged (2d6+4/x3); space/reach 10 ft/10 ft; SA constriction, improved grab, poison, psionics; SQ alternate form, darkvision. 60 ft., PR 18; SV Fort +6, Ref +7, Will +11; AL CE; Str 19, Dex 13, Con 17, Int 20, Wis 20, Cha 18.
Languages: Abyssal, Common, Draconic, Yuan-Ti.
Skills and feats: Concentration +15, Craft or Knowledge +17 (any two), Hide +8*, Listen +19, Move Silent 12, Spot +19; Alertness*, Blind-fight*, Combat Expertise, Dodge, Improved Initiative, Mobility.
Alternate Form (Sp): Tiny to Large viper, as polymorph self (19th level.)
Constrict: 1d6+6 points.
Improved Grab: If hit Large or smaller creature with bite attack, can start constrict with tail as a free action.
Poison: Injury DC 14, initial and secondary damage 1d6 Con.
Psionics (Ps): At will – aversion (DC 19*), chameleon, psionic daze (12 HD, DC 15*), detect hostile intent, entangling ectoplasm, (colossal creatures*), exhalation of the black dragon (5d6*); 3/day –body purification (6 points*), psionic charm (all targets, 1 day/level, DC 19*), concealing amphora, deeper darkness, mind thrust (ML 7th, 7d10, DC 18*), psionic suggestion (four targets, DC 16*); 1/day –baleful polymorph (DC 19). Manifester level 9th.
* - Adjusted for manifester level.
Skills: Abomination yuan-ti using the chameleon power receive a +10 to hide checks.
Abominations receive +8 racial bonus to swim checks, and may always take 10 on swim checks.

Classed Yuan-Ti:

Yuan-Ti Pureblood Psychic Warrior 4 - Monstrous Humanoid 4/ PysWar 4: CR 7; Size M; HD 8d8+8; hp 47; Init +7 (+3 Dex, +4 Improved Initiative); AC 19 (+3 Dex, +1 natural, +3 masterwork studded leather, +2 masterwork heavy shield); Attack: scimitar +9 melee (1d6+2/18-20), or longbow +10 ranged (1d8+2/x3); SA Spell-like abilities, psionics; SQ alternate form, darkvision 60 ft., PR 14; SV Fort +6, Ref +8, Will +8; AL CE; Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 10.
Languages: Abyssal, Common, Draconic, Yuan-Ti.
Skills and feats: Autohypnosis +7, Concentration +12, Disguise +3*, Hide +5, Knowledge (psionics) +5, Knowledge (the planes)+5, Listen +7, Spot +7; Alertness*, Blind-fight*, Dodge, Improved Initiative.
Alternate Form (Sp): Tiny to Large viper, as polymorph self (19th level.)
Psionics (Ps): At will – detect hostile intent, psionic charm (animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 13*), psionic daze (6 HD, DC 12*), 1/day – aversion (DC 13), concealing amphora, darkness, entangling ectoplasm (large creature). Manifester level 3.
Psychic Warrior Powers (11 PP): 1st - prevenom weapon, stomp, prescient defense; 2nd - Animal affinity.
 

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