Always CE Large aberation (yuan-ti)
Init +5; Senses all-around vision, darkvision 60 ft.; Listen +32, Spot +29
Languages common, yuan-ti
AC 29, touch 9, flat-footed 28; dodge
(–1 size, +1 Dex, +20 natural)
hp 297 (22 HD); regeneration 5; DR 15/magic, Immune acid, poison
Resist electricity 10, fire 10; SR 26
Fort +16, Ref +10, Will +20; evasion
Speed 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Melee +1 blasphemous falchion // or
Melee 2 claws ()
Melee 6 bites ( plus poison)
Space 15ft.; Reach 15 ft.
Base Atk +16; Grp +32
Atk Options Blind Fight, Cleave, Constrict , Dissolving Touch or , Improved Grab, Power Attack
Special Actions Alternate form, chameleon power, detect poison, mass aversion DC 27,
Spell-Like Abilities (CL 20th): DC 16+Spell level
3/day— animal trance, cause fear, deeper darkness, entangle, haste, neutralize poison, suggestion, baleful polymorph, unholy blight
1/day—blasphemy, unholy aura
Abilities SStr 27, Dex 13, Con 29, Int 24, Wis 24, Cha 22
SQ All-around vision, attach grafts
Feats Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack
Skills Climb +33, Craft or Knowledge (any two) +32, Concentration +34, Hide +18*, Listen +32, Move Silently +26 Search +36, Spot +36, Swim +16, Survival +7*
Constrict (Ex)
With a successful grapple check, an anathema can constrict a grabbed opponent, dealing 1d8+8 points of bludgeoning damage.
Improved Grab (Ex)
If an anathema hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the anathema has the option to conduct the grapple normally, or simply use one of its six serpent-heads to hold the opponent (–20 penalty on grapple check, but the anathema is not considered grappled). It usually chooses the latter option.
[b]Poison (Ex)
An anathema delivers its poison (Fort DC 30 negates) with each successful bite attack. Initial and secondary damage are the same ( Con).
[b]Psionics (Sp)
An anathema can produce the following effects at will.
Alternate Form: An anathema can assume the form of a Tiny to Huge viper (see the Monster Manual). In viper form, the anathema’s poison deals 1d6 points of Constitution damage instead of 1d4. In addition, an anathema can assume the form of a viper swarm (described earlier in this book).
Chameleon Power: An anathema can change the coloration of itself and its equipment to match its surroundings. *An anathema using chameleon powerreceives a +10 circumstance bonus on Hide checks.
Detect Poison: As the spell cast by a 20th-level sorcerer.
Dissolving Touch: An anathema can exude acid from its body, dealing 7d6 points of acid damage to anything it touches. If it uses this power when grappling or constricting an opponent, the acid deals 10d6 points of damage instead. The acid is effective only on the round when this power is used, and it becomes inert when it leaves the anathema’s body.
Mass Aversion: An anathema creates a compulsion effect targeting all enemies within 30 feet. The targets must succeed on a Will save (DC 27) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake, yuan-ti, or ti-khana creature (described earlier in this book), whether alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding on another Will save (DC 27), but still suffers from deep anxiety. This causes a –4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake, yuan-ti, or tikhana creature. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer
Init +5; Senses all-around vision, darkvision 60 ft.; Listen +32, Spot +29
Languages common, yuan-ti
AC 29, touch 9, flat-footed 28; dodge
(–1 size, +1 Dex, +20 natural)
hp 297 (22 HD); regeneration 5; DR 15/magic, Immune acid, poison
Resist electricity 10, fire 10; SR 26
Fort +16, Ref +10, Will +20; evasion
Speed 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Melee +1 blasphemous falchion // or
Melee 2 claws ()
Melee 6 bites ( plus poison)
Space 15ft.; Reach 15 ft.
Base Atk +16; Grp +32
Atk Options Blind Fight, Cleave, Constrict , Dissolving Touch or , Improved Grab, Power Attack
Special Actions Alternate form, chameleon power, detect poison, mass aversion DC 27,
Spell-Like Abilities (CL 20th): DC 16+Spell level
3/day— animal trance, cause fear, deeper darkness, entangle, haste, neutralize poison, suggestion, baleful polymorph, unholy blight
1/day—blasphemy, unholy aura
Abilities SStr 27, Dex 13, Con 29, Int 24, Wis 24, Cha 22
SQ All-around vision, attach grafts
Feats Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack
Skills Climb +33, Craft or Knowledge (any two) +32, Concentration +34, Hide +18*, Listen +32, Move Silently +26 Search +36, Spot +36, Swim +16, Survival +7*
Constrict (Ex)
With a successful grapple check, an anathema can constrict a grabbed opponent, dealing 1d8+8 points of bludgeoning damage.
Improved Grab (Ex)
If an anathema hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the anathema has the option to conduct the grapple normally, or simply use one of its six serpent-heads to hold the opponent (–20 penalty on grapple check, but the anathema is not considered grappled). It usually chooses the latter option.
[b]Poison (Ex)
An anathema delivers its poison (Fort DC 30 negates) with each successful bite attack. Initial and secondary damage are the same ( Con).
[b]Psionics (Sp)
An anathema can produce the following effects at will.
Alternate Form: An anathema can assume the form of a Tiny to Huge viper (see the Monster Manual). In viper form, the anathema’s poison deals 1d6 points of Constitution damage instead of 1d4. In addition, an anathema can assume the form of a viper swarm (described earlier in this book).
Chameleon Power: An anathema can change the coloration of itself and its equipment to match its surroundings. *An anathema using chameleon powerreceives a +10 circumstance bonus on Hide checks.
Detect Poison: As the spell cast by a 20th-level sorcerer.
Dissolving Touch: An anathema can exude acid from its body, dealing 7d6 points of acid damage to anything it touches. If it uses this power when grappling or constricting an opponent, the acid deals 10d6 points of damage instead. The acid is effective only on the round when this power is used, and it becomes inert when it leaves the anathema’s body.
Mass Aversion: An anathema creates a compulsion effect targeting all enemies within 30 feet. The targets must succeed on a Will save (DC 27) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake, yuan-ti, or ti-khana creature (described earlier in this book), whether alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding on another Will save (DC 27), but still suffers from deep anxiety. This causes a –4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake, yuan-ti, or tikhana creature. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer
