Ssvaklor, Greater (CR 20)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsense 60 ft., darkvision 60 ft., low-light vision, scent, and Spot +33 Survival +33
Languages: Common, Draconic, and Yuan-ti
AC: 31 (-1 size, +2 Dex, +20 natural), touch 11, flat-footed 29
Hit Dice: 30d12+270 (465 hp); DR: 15/magic
Fort +26, Ref +19, Will +17
Speed: 50 ft., swim 50 ft.
Space: 10 ft./10 ft.
Base Attack +30; Grapple +42
Attack: Bite +32 melee*
Full Attack: Bite +32 melee* and 2 claws +27 melee
Damage: Bite 3d6+13/19-20 plus poison* Claws 2d6+9/19-20* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Breath weapon, poison, spell-like abilities, spit
Abilities: Str 27, Dex 14, Con 28, Int 9, Wis 10, Cha 12
Special Qualities: immunity to magic sleep effects, poison, and paralysis, SR 28
Feats: Blind-fight; Cleave; Combat Reflexes; Great Cleave; Improved Critical (bite); Improved Critical (claw); Improved Initiative; Improved Natural Attack (bite); Improved Natural Attack (claw); Power Attack; Track
Skills: Bluff +34, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +3, Jump +16 listen +33, Sense Motive +33, Spot +33 Survival +33, and Swim +16
Advancement: 31-45 HD (Huge)
Climate/Terrain: Temperate marshes
Treasure: Double standard
Monster Manual III
Greater ssvaklors have more resources than ordinary ssvaklors. Defensively, they have substantially better natural armor, damage reduction, and spell resistance. Offensively, their spit attack and larger breach weapon means they can cope with enemies at greater distances.
Breath Weapon (Su): 40-foot cone of poisonous gas, once every 1d4 rounds, damage 1d6 Con, Fortitude DC 34 half. The save DC 15 Constitution-based.
Poison (Ex): Injury, Fortitude DC 34, initial damage paralysis, secondary damage 1d6 Con. The save DC is Constitution-based.
Spell-Like Abilities: 1/day - animal shapes (snakes only), animal trance (DC 13), cause fear (DC 12), darkness (DC 13), entangle (DC 12). Caster level 20th.
Spit (Ex): A greater ssvaklor can spit a concentrated glob of its poison at a target. It makes a ranged touch attack with a range increment of 30 feet. If it hits, the poison is a contact poison but its effects are otherwise identical to those of its poison bite.
Skills: A greater ssvaklor 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.
Psionic Greater Ssvaklors
If you are using the Expanded Psionics Handbook and running a psionic campaign, greater ssvaklors gain the psionic subtype, have power resistance 28 instead of spell resistance, and gain psi-like abilities.
Psi-Like Abilities: 1/day - aversion (duration 21 hours, DC 19*), control light, entangling ectoplasm (affects a any size creature), id insinuation (affects up to 7 creatures, no two of which can be more than 15 feet apart; DC 19*), metamorphosis (giant constrictor snake or Huge viper forms only), psionic freedom of movement. Manifester level 15th. The save DCs are Charisma-based. These abilities replace the creature's spell-like abilities.
*Includes augmentation for the greater ssvaklor's manifester level.