Yuan Ti and allies thread (Ti-Khana critters)

Cleon

Legend
Okay, let's get on with this!

Might as well focus on one at a time, and we appear to be discussing the Giant Pterosaur.

For comparison, the only official 5E stats for Pterosaurs I could easily come across was the Monster Manual Pteranodon. There's also a slightly more powerful Pteranodon and a Pterodactyl) in Necromancer Games' Tome of Horrors, together with an Archaeopteryx if we wanted an actual flying dinosaur for comparison.

First off is Size type, alignment. The first and last is already settled, so we just need Size. I'd argue for Large size, as follows:

A Pteranodon is Medium size and has a wingspan up to 20 feet, or four times its Space, and might have weighed about 100 pounds or so.

The largest species of Quetzalcoatlus, Q. northropi probably has a wingspan of around 35 feet or so. Weight is hard to guess but might have been up to 500 pounds. That weight range is in the Large category: it's as heavy as a pony or small bear. If its Space is around a quarter of its wingspan it'd occupy a 10 ft. Space, which also matches Large size.

If we give it a decent STR and hand-wave the actual aerodynamics of it as per usual D&D flying mounts, that's big enough to carry a Medium creature.

So Large monstrosity (shapechanger), neutral evil?
 

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Cleon

Legend
BTW...here for your enlightenment. Back later

That doesn't look terribly accurate palaeontologically speaking. An Azdarchid pterosaur was probably pretty good on the ground and landed to catch food, so its land speed should be better than 10 ft.

The Flyby attack is a bit iffy if it was a realistic critter. The real life animal would probably break its neck or beak if it tried power-diving into a target, especially if it missed and slammed into the ground!

Fortunately, the Giant Pterosaur I/we are aiming for is a fantastical interpretation of an oversized flapping dinosaur (despite not actually being a dinosaur) so we don't have to worry about such concerns.
 


Cleon

Legend
Ti-khana Pterosaur, Venomwing Swarm
Medium swarm of Tiny monstrosities (shapechanger), neutral evil
Armor Class 14 (natural armor)
Hit Points 72 (16d8)
Speed 10 ft., fly 60 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
14 (+2)​
17 (+3)​
10 (+0)​
4 (–3)​
13 (+1)​
11 (+0)​

Skills Acrobatics +6, Perception +4
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 14
Languages
Challenge 5 (1,800 XP) Proficiency Bonus +3

Shapechanger. The venomwing swarm can use its action to polymorph into a swarm of Tiny snakes (speed 30 ft. but cannot fly), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting (Pterosaur Form Only). The venomwing's innate spellcasting ability is Charisma (spell save DC 11). The ti-khana can innately cast the following spells, requiring no material components:
  • At will: detect magic
Magic Detection. While the venomwing swarm is in pterosaur form and not incapacitated it continuously senses magic within 30 feet of it, because a few of its pterosaurs will always be concentrating on detect magic spells (see Innate Spellcasting).

Magic Resistance. The ti-khana has advantage on saving throws against spells and other magical effects.

Swarm Tactics. The venomwing swarm has advantage on attack rolls against a creature if the swarm, or at least one ally of the swarm that that isn't incapacitated, is within 5 feet of the creature.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny venomwing. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The venomwing swarm makes two bites attacks.

Bites. Melee Weapon Attack: +6 to hit with advantage on the attack roll, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage plus 11 (2d10) poison damage, or 3 (1d6) piercing damage plus 11 (2d10) poison damage if the swarm has half of its hit points or fewer.


Description

Feisty and gregarious, ti khana venomwing pterosaurs naturally form swarms should they gather in large numbers. Such flocks are typically found in lush jungles or the falconry mews of wealthy yuan-ti settlements, for the swarm's ravenous appetite requires a massive and constant supply of meat.

Creatures of the Yuan-ti. Over millennia of experimentation, the yuan-ti have transformed various scaly reptilian animals into monstrosities that share some of their traits. Called ti-khana, these prized pets are carefully trained to serve their ophidian masters. All ti-khana are resistant to magic like yuan-ti and possess the innate ability to detect magic. The majority of ti-khana also have venomous fangs, the ability to transform into a poisonous snake, and some kind of supernatural or magical attack.
 Ti-khana require the dark magic and alchemy of the yuan-ti to breed and develop their powers. Ti-khana can survive in the wild, but it is unlikely they can reproduce properly without the yuan-ti's arcane treatments. It is possible some types of ti-khana can mate with their unaltered relatives or lay viable eggs with their own kind. However, feral offspring can not develop ti-khana abilities without yuan-ti intervention so, at best, would grow into beasts resembling the ti-khana's mundane ancestors.
 Breeding and training ti-khana is usually performed by specialist yuan-ti spellcasters, but an edifice can be enchanted to perform this task for one or more strains of ti-khana. This allows ancient yuan-ti sites to have a population of ti-khana "guarddogs" even if no yuan-ti has visited them for millennia.

(Based on a monster from the Fiend Folio (2003).)
 
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Casimir Liber

Adventurer
My vote goes on huge Ti-khana war pterosaur (the "Giant Venomwing") - mainly because yuan-ti are generally mid tier 2 foes so having meaty minions with some bite and extra venom sounds good (rather than cannon fodder)
 

Cleon

Legend
My vote goes on huge Ti-khana war pterosaur (the "Giant Venomwing") - mainly because yuan-ti are generally mid tier 2 foes so having meaty minions with some bite and extra venom sounds good (rather than cannon fodder)

I was thinking the Large ones would be the "meaty minions" as well as riding beasts so a band of regular Yuan-ti would have about one of them per Yuan-ti warrior.

The Huge one would be a high end opponent so there'd likely only be one of them with a group of average Yuan-ti and/or Ti-khana, although I can see multiple "War Pterosaurs" accompanying a group of Yuan-ti champions/leaders (e.g. mounts for an Abomination and its elite bodyguards).

Anyhow, I'll post a blank Working Draft for it. It's simpler just copying the regular Ti-khana Giant Pterosaur for the basics.
 

Cleon

Legend
Ti-khana Pterosaur, War
Huge monstrosity (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 133 (14d12 + 42)
Speed 30 ft., fly 80 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
20 (+5)​
17 (+3)​
16 (+3)​
5 (–3)​
12 (+1)​
13 (+1)​

Saving Throws DEX +6, WIS +4
Skills Acrobatics +6, Perception +4
Senses passive Perception 14
Languages
Challenge 7 (2,900 XP) Proficiency Bonus +3

Shapechanger. The ti-khana war pterosaur can use its action to polymorph into a Huge snake (which cannot fly), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Dive. If the ti-khana war pterosaur dives at least 30 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an additional 13 (3d8) piercing damage.
 If a creature is riding the war pterosaur when it dives, the rider must succeed at a DC 15 Dexterity (Athletics) check or a DC 15 Wisdom (Animal Handling) check or fall prone while remaining in their saddle. If the rider fails the check by 5 or more, the impact knocks them off the pterosaur: the rider takes 10 (3d6) bludgeoning damage and falls to the ground, landing prone in an unoccupied space adjacent to the target of the dive attack. If hitting the ground would do more than 3d6 falling damage, the rider takes that amount of damage instead.

Flyby. The ti-khana war pterosaur doesn't provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The ti-khana war pterosaur has advantage on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Pterosaur Form Only). The ti-khana war pterosaur's innate spellcasting ability is Charisma (spell save DC 12). The ti-khana can innately cast the following spells, requiring no material components:
  • At will: detect magic
Magic Resistance. The ti-khana has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The war pterosaur makes two attacks: one with its bite and one with its claws. It can use Venomflame once in place of its bite attack or twice in place of both its bite and claws attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) poison damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature that is Large size or smaller, it is grappled (escape DC 16). Until this grapple end, the target is restrained, and the pterosaur can't use its claws on another target. The war pterosaur can then take to the air and carry off its victim, using Plummeting Doom on its next turn.

Plummeting Doom. If the ti-khana war pterosaur has a creature of Large size or smaller restrained in its claws, it can use its action to fly up into the sky and then dives while releasing its grip, smashing the grappled victim into the ground. This does 15 (3d6 + 5) bludgeoning damage plus an additional 21 (6d6) bludgeoning damage for every Plummeting Doom action the pterosaur took while it had its victim restrained, up to a maximum of 78 (21d6 + 5) bludgeoning damage for three rounds spent preparing the plummet. For example, if the pterosaur takes two rounds to build up height and speed, the victim takes 57 (15d6 + 5) bludgeoning damage. The victim can make a DC 15 Athletics (Dexterity) check to roll with the impact, which reduces the damage by 10 (3d6) bludgeoning damage.
 If a victim escapes the pterosaur's claws and falls, they normally drop from a height of 40 feet for every Plummeting Doom action the war pterosaur took. (At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.)

Venomflame. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit 9 (2d8) fire damage plus 9 (2d8) poison damage.

Ruinous Shriek (Recharge 5-6). The ti-khana war pterosaur screams an appallingly discordant cry. Every creature within 150 feet of the pterosaur that can hear the song and is not a yuan-ti or ti-khana must succeed on a DC 12 Wisdom saving throw or take 13 {2d12) psychic damage and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is resistant to this war pterosaur's Ruinous Shriek for the next 24 hours; they cannot become frightened by the shriek and take half as much damage from it.


Description

A ti-khana war pterosaur is a titanic reptile taller than a giraffe with vast membranous wings that could cover a house. Its dagger-beaked head is longer than a human's height, in some cases twice as long if the pterosaur has a long head crest, and ornamented with colorful scales and plates of horn. The rest of its body may be a dull grey, brown or green in color or as gloriously hued as a tropical bird, depending on the tastes and skill of the yuan-ti who bred the beast. A war pterosaur is frighteningly fast and agile for a creature its size, both on the ground and in the air. It walks and runs on all fours, using the "hands" where its wings fold back as its forefeet.
Death From Above. War pterosaurs were originally intended to serve as aerial cavalry mounts for elite yuan-ti forces, although they are intelligent enough to fight effectively by themselves or alongside allied monsters. A ti-khana war pterosaur can carry a single Large rider, such as a Yuan-ti abomination, or three or four Medium riders in a lightweight howdah, typically a group of yuan-ti malison archers.
Flying Spitfires. All ti-khana are venomous, but a war pterosaur is unusual in having two sets of venom glands. One set produces a relatively normal deadly venom it delivers with its bite, the other set produces a strange glutinous liquid that spontaneously explodes when mixed with its venom and exposed to air. Called Venomflame, a war pterosaur can use special ducts and grooves in its fangs and palate to spit this mixture with impressive range and accuracy. War pterosaur handlers routinely "milk" their charges of Venomflame, which the yuan-ti use in traps, incendiary weapons and works of alchemy.

Creatures of the Yuan-ti. Over millennia of experimentation, the yuan-ti have transformed various scaly reptilian animals into monstrosities that share some of their traits. Called ti-khana, these prized pets are carefully trained to serve their ophidian masters. All ti-khana are resistant to magic like yuan-ti and possess the innate ability to detect magic. The majority of ti-khana also have venomous fangs, the ability to transform into a poisonous snake, and some kind of supernatural or magical attack.
 Ti-khana require the dark magic and alchemy of the yuan-ti to breed and develop their powers. Ti-khana can survive in the wild, but it is unlikely they can reproduce properly without the yuan-ti's arcane treatments. It is possible some types of ti-khana can mate with their unaltered relatives or lay viable eggs with their own kind. However, feral offspring can not develop ti-khana abilities without yuan-ti intervention so, at best, would grow into beasts resembling the ti-khana's mundane ancestors.
 Breeding and training ti-khana is usually performed by specialist yuan-ti spellcasters, but an edifice can be enchanted to perform this task for one or more strains of ti-khana. This allows ancient yuan-ti sites to have a population of ti-khana "guarddogs" even if no yuan-ti has visited them for millennia.

(Based on a monster from the Fiend Folio (2003).)
 
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