Sheneya Working Draft
Sheneya
Medium Monstrous Humanoid (Reptilian, Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class:
Cobra form: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hybrid form: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Humanoid form: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d4 plus poison); or dagger +7 (1d4/19-20); or thrown dagger +7 ranged (1d4/19-20)
Full Attack: Dagger +7 melee (1d4/19-20) and bite +2 melee (1d4 plus poison); or thrown dagger +7 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mesmerizing dance, poison
Special Qualities: Alternate form, damage reduction 10/ivory or magic, darkvision 60 ft., immunity to charms, immunity to poison
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 11, Dex 16, Con 12, Int 15, Wis 13, Cha 16
Skills: Balance +13, Climb +11, Disguise +8* (+16 in humanoid alternate form, +18 if reptilian/cold-blooded), Hide +12, Jump +6, Listen +6, Move Silently +7, Perform (dance) +10, Spot +6, Swim +8, Tumble +8
Feats: Improved Initiative, Weapon Finesse
Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
A creature with the shape of a slender humanoid, but completely hairless and with the fangs and scaly skin of a venomous serpent.
Sheneya are very rare creatures that are created by the mating of a female humanoid and a magical cobra that assumed humanoid form. The mother normally dies from the sheneya's poisonous blood when the monster is born. Sheneyas often work as spies and assassins, either independently or in service to their serpentine creator.
A sheneya in hybrid and humanoid forms has the same height as a human but is extremely slim, weighing three-quarters as much as a human. In animal form its weight is unchanged and its length is about 20 feet from nose to tail tip.
Sheneya speak Common and Draconic.
COMBAT
Sheneya do not like to fight and would rather kill victims who are incapacitated by sleep, their mesmerizing dance ability, or other means. They typically flee if threatened. Sheneya who are attacked in humanoid guise will often pretend to be innocent damsels to seek help from a crowd and slip away.
A sheneya who faces combat normally performs a mesmerizing dance ability and then switches to her bite or weapon attacks. While she prefers to fight in hybrid form, the sheneya may avoid doing so if it risks exposing her true nature to the public. A sheneya who is trying to hide her identity is likely to secretly assume cobra form before attacking, she will only fight in humanoid form as a last resort. Sheneya weapons are often coated with poison.
Alternate Form (Su): A sheneya can assume three forms: those of an cobra, a humanoid or a cobra-humanoid hybrid.
In cobra form, a sheneya is unable to use weapons apart from its natural bite attack. This is its natural form.
In humanoid form, a sheneya is unable to use its bite natural attack. Its humanoid form is that of a unique individual of a humanoid race native to the sheneya's land of origin (typically human). In humanoid form a sheneya's skin is still as cold, smooth and hairless as a snake, so if it uses this ability to create a disguise it only gains a +8 bonus to Disguise checks when camouflaged as a normal humanoid (sheneya routinely use disguise kits to compensate for this weakness). A sheneya gains the full +10 Disguise bonus from alternate form if it has a cold-blooded or reptilian humanoid form, such as a locathah or lizardfolk.
In hybrid form, a sheneya has full use of weapons and can use its natural bite attack.
Immunity to Charms (Ex): A sheneya is immune to all spells of the enchantment (charm) subschool, except those that are specifically designed to affect reptiles.
Mesmerizing Dance (Sp): A sheneya with 3 or more ranks in the Perform (dance) skill can use her dancing to cause nearby creatures to become mesmerized with her. Each creature to be mesmerized must be within 60 feet, able to see the sheneya, and able to pay attention to her. The sheneya must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.
To use the ability, the sheneya makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the sheneya cannot attempt to mesmerize that creature again for 24 hours. If its saving throw fails, the creature is fascinated for as long as the sheneya continues to dance and concentrate (up to a maximum of 1 round per Hit Dice of the sheneya).
Fascinated targets take a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the sheneya to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
Once the effect ends, all creatures affected by the mesmerizing dance are disorientated for 1d6 rounds. This disorientation has identical effects to the nauseated condition (q.v.).
Mesmerizing dance is an enchantment (compulsion), mind-affecting ability.
Poison (Ex): A sheneya's poison fangs and blood are both poisonous. This poison is normally delivered via the sheneya's bite attack, but any creature that swallows a sheneya's fresh blood or has a sheneya's blood enter their wounds will also be affected. The save DC is Constitution-based and includes a +2 racial bonus.
Sheneya Venom: injury or ingested; DC 15; primary damage 1d4 Con, 1d4 Str and 1d4 Dex; secondary damage 2d6 Con.
Skills: Sheneya have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A sheneya can always choose to take 10 on a Climb check, even if rushed or threatened. Sheneya use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A sheneya has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally from Children of the Night - Werebeasts (1998).
Skills: Balance +13, Climb +11, Disguise +8* (+16 in humanoid alternate form, +18 if reptilian/cold-blooded), Hide +12, Jump +6, Listen +6, Move Silently +7, Perform (dance) +10, Spot +6, Swim +8, Tumble +8
Skill Breakdown
Balance - 0 ranks +3 Dex +8 racial +2 synergy
Climb - 0 ranks +3 Dex +8 racial
Disguise - 5 ranks +3 Cha
Hide - 5 ranks +3 Dex +4 racial
Jump 0 ranks +0 Str +2 synergy +4 speed
Listen - 1 rank +1 Wis +4 racial
Move Silently - 4 ranks +3 Dex
Perform (dance) - 7 ranks +3 Cha
Spot - 1 rank +1 Wis +4 racial
Swim - 0 ranks +0 Str +8 Swim
Tumble - 5 ranks +3 Dex