Hebi-No-Onna (CR 15)
Medium Monstrous Humanoid (Spirit)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: Listen +12
AC: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Hit Dice: 14d8 (56 hp)
Fort +6, Ref +10, Will +12
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +14; Grapple +9
Attack: 2 serpent bites +15 melee, bite +10 melee
Full Attack: 2 serpent bites +15 melee, bite +10 melee
Damage: Serpent bite 1d4 and poison; bite 1 and poison
Special Attacks/Actions: Hypnotic gaze, poison, spells, snake command
Abilities: Str 10, Dex 13, Con 10, Int 17, Wis 16, Cha 17
Special Qualities: Poison immunity serpent immunity
Feats: Combat Casting; Empower Spell; Great Fortitude; Still Spell; Weapon Finesse
Skills: Bluff +12, Concentration +9, Diplomacy +15, Hide +9, Intimidate +13, Listen +12, Move Silently +9, Perform (singing) +11, Search +12, and Sense Motive +12
Advancement: By character class
Climate/Terrain: Warm land
Organization: Solitary, entourage (1 plus 2-20 slaves [humanoids of 2-5 levels lower than the hebi-no-onna, mostly PC classes] and 5-40 snakes [constrictors and Small, Medium-size, or Large vipers]~, or cult (1 plus 2-20 slaves, 5-40 snakes, 0-5 dark or spirit nagas, and 10-100 cultists [humanoids of level 1-4, mostly NPC classes])
Treasure: Double standard
Hebi-no-onnas prefer to use their hypnotic gaze on opponents, and cast spells if they are able, before entering into melee. They are more in love with themselves than with any of their plans or goals, so they never hesitate to flee from a fight that is going poorly for them, even if it means leaving valuable slaves to their deaths as they cover her retreat.
Hypnotic Gaze (Su): Hypnotize for 2d4 rounds (as the hypnotism spell), range 30 feet, Will save (DC 20). Unlike with the hypnotism spell, creatures engaged in combat do not receive a bonus on their saving throws. When using this ability, a hebi-no-onna's eyes take on the yellow, slit-pupiled appearance of a snake's.
Poison (Ex): Serpent bite, Fort save (DC 17); initial and secondary damage 1d6 temporary Con.
Bite, Fort save (DC 17); initial damage special, secondary damage 1d8 temporary Wis. Creatures that fail the initial saving throw against this venom suffer vivid and horrifying hallucinations for 1d10+2 rounds, cowering for that duration. Cowering creatures are frozen in fear, lose their Dexterity bonus to AC (if any), and can take no actions. Foes gain a +2 bonus on attack rolls against them.
A hebi-no-onna can deliver poison via its bite only three times per day.
Spells: A hebi-no-onna casts spells as a 14th-level sorcerer, selecting its spells from the wu jen spell list. It can cast 6/7/7/7/6/6/5/3 spells per day, and knows 9/5/5/4/4/3/2/1 spells. Typical spells known are:
0 - arcane mark, dancing lights, daze, detect magic, ghost sound, prestidigitation, ray of frost, read magic, resistance; 1st - cobra's breath, magic missile, shield, sleep, true strike; 2nd - alter self, blur, detect thoughts, hold person, see invisibility; 3rd - charm person, dispel magic, steam breath, suggestion; 4th - charm monster, confusion, emotion, minor globe of invulnerability; 5th - dominate person, feeblemind, hold monster; 6th - geas/quest, globe of invulnerability; 7th - teleport without error.
Snake Command (Su): Normal snakes (only those that have the animal type) always obey the commands of a hebi-no-onna, even to the death.
Serpent Immunity (Ex): A hebi-no-onna is immune to the gaze attack of any reptilian creature, and to a dark naga's detect thoughts ability.
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.