Yuan-ti Abomination CR 10
NE Large Monstrous Humanoid (yuan-ti) 9/ Warrior 4Init ; Senses Listen +19, Spot +19; darkvision 60 ft.
AC 22, touch10, flat-footed 21; SR18
hp 106 (13 HD)
Fort +9 Ref +8 Will +12
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee Masterwork falchion / melee (/18–20) and bite melee ( plus poison) or
Ranged masterwork composite longbow (+4 Str bonus) +13/+8 ranged (2d6+4/x3)
Base Atk +12, Grp +21
Attack Options Aversion DC 24, blind-fight, constrict 1d6+6, improved grab, produce acid, spell-like abilities
Combat Gear Potion of Cure Serious , potion of levitate Special Actions Poison DC 22 /1d6 Conn
Abilities Str 20, Dex 13, Con 18, Int 20, Wis 20, Cha 18
Feats AlertnessB, Blind-FightB, Combat Expertise, Dodge, Improved Initiative, Mobility, Power Attack
Skills Concentration +20, Craft or Knowledge (any two) +21, Hide +12*, Listen +23, Move Silently +16, Spot +23
Equipment masterwork large falchion, large mwk scale mail, large composite longbow (+4)
Aversion (Sp): A yuan-ti abomination can psionically create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 20 Will save or gain an aversion to snakes for 10 minutes. Affected creatures must stay at least 20 feet away from any snake or yuanti, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by snakes or yuan-ti, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points 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 the spell (caster level 16th). The save DC is Charisma-based.
Constrict (Ex): An abomination deals points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an abomination must hit a Large or smaller creature with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage . The save DC is Constitution-based.
Produce Acid (Sp): An abomination has the psionic ability to exude acid from its body, dealing 3d6 points of acid damage to the next creature it touches, including a creature hit by its bite attack. If the yuan-ti is grappling, constricting, or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the yuan-ti’s body, and the yuan-ti is immune to its effects.
Spell-Like Abilities: [/b]At will—animal trance (DC 16), entangle (DC 15); 3/day—deeper darkness, neutralize poison (DC 18), suggestion (DC 17); 1/day—baleful polymorph (DC 19; into snake form only), fear (DC 18). Caster level 10th. The save DCs are Charisma-based.
Chameleon Power (Sp): A yuan-ti abomination can psionically change the coloration of itself and its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
Skills: A yuan-ti abomination can always choose to take 10 on a Climb checks, even if rushed or threatened.
A yuan-ti abomination 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.
*Yuan-ti abominations using chameleon power gain a +10 circumstance bonus on Hide checks.
Yuan-ti Halfblood CR 8
NN Medium Humanoid (Yuan-ti) 7/ Rogue 3Init ; Senses Listen +16, Spot +16; Darkvision 60 ft
AC 20, touch 11, flat-footed 19 (dodge)
hp 65 (7 HD)
Fort +5 Ref +11 Will +11, Evasion
Speed 30ft.
Melee poisoned mwk shortsword/ (/19x2) and Bite plus poison DC 16 or
Ranged mwk shortbow/ (/x3)
Base Atk +9, Grp +10
Attack Options Blight-fight, combat expertise, poison DC 16
Special Actions Alternate form, detect poison, spell-like abilities, Sneak attack
Combat Gear Potion of Cure Moderate Wounds, oil of greater magic weapon +2,
Abilities Str 13 Dex 18 Con 14 Int 22 Wis 18 Cha 19
Feats Alertness, Blight-fight, Dodge, improved initiative, combat expertise, weapon finesse
Skills Concentration +11, Craft (any two) or Knowledge (any two) +14, Hide +10*, Listen +16, and Spot +16
Spell-Like Abilities: CL 8th
1/day—animal trance (DC14), cause fear (DC 13), charm person (DC 13),darkness, entangle (DC 13). The save DCs are Charisma-based.
Poison: Black adder venom Injury DC 14 Con/1d6 Con. And Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str
Alternate Form (Sp):
All yuan-ti can assume the form of a Tiny to Large viper (see the Snake entry, page 280) as a psionic ability. This ability is similar to a polymorph spell (caster level 19th), but a yuanti does not regain any hit points for changing form, and it can only assume viper forms. The yuan-ti loses its natural weapons (if any) and gains the natural weapon of the viper form it assumes. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper’s poison, whichever is more potent.
Detect Poison (Sp): All yuan-ti have the psionic ability to detect poison as the spell (caster level 8th).
Skills: *A pureblood gains a +5 racial bonus on Disguise checks when impersonating a human.
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Yuan-ti Pureblood Warrior CR 8
LE Medium Monstrous Humanoid 4/ Fighter 5Initiative: (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +7, and Spot +7
Languages: Yuan-ti, Common, Draconic, and Abyssal
AC: 18 (+4 Dex, +1 natural, +3 masterwork studded leather), touch 11, flat-footed 16, Dodge +1
HD: 60 (9 HD)
Fort +8, Ref +2, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +9
Melee 2 mwk scimitars / (/18-20x2) and
Melee 2 mwk scimitars / (/18-20x2) or
Ranged masterwork longbow / (/x3)
Special Attacks/Actions: Spell-like abilities
Abilities: Str 15, Dex 18, Con 13, Int 10, Wis 10, Cha 14
Special Qualities: Alternate form, detect poison, SR14
Feats: Alertness; Blind-fight; Dodge; Improved Initiative, weapon focus (scimitar), two weapon fighting, improved two-weapon fighting, oversized two weapon fighting, weapon specialization (scimitar), weapon mastery
Skills: Concentration +9, Disguise +6*, Hide +5, Knowledge (religion) +5, Listen +7, and Spot +7
Advancement: By character class
Climate/Terrain: Warm forest and underground
Organization: Solitary, pair, gang (2-4), troupe (2-13 purebloods, 2-5 halfbloods, and 2-4 abominations); or tribe (20-160 purebloods, 10-80 halfbloods, and 10-40 abominations)
Treasure/Possessions: Double Standard
