Yuan-Ti Anathema (CR 18)

Huge Aberration
Alignment: Always chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., scent, Listen +32, and Spot +36
Languages: Yuan-Ti, Common, Draconic, and Abyssal


AC: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28
Hit Dice: 22d8+198 (297 hp); DR: 15/good and magic
Fort +16, Ref +10, Will +20
Speed: 40 ft., climb 20 ft., swim 20 ft.
Space: 15 ft./15 ft.
Base Attack +16; Grapple +32
Attack: Garganruan +1 blasphemous falchion +23, or claw +22 melee)
Full Attack: Gargantuan +1 blasphemous falchion +23/+18/+13, or 2 claws +22 melee and 6 bites +20 melee
Damage: Gargantuan +1 blasphemous falchion 2d8+13 (+2d6 against good), claw 1d8+8, bite 1d8+4 plus poison
Special Attacks/Actions: Constrict 1d8+8, improved grab, poison, psionics, spell-like abilities
Abilities: Str 27, Dex 13, Con 29, Int 24, Wis 24, Cha 22
Special Qualities: Acid immunity, attach grafts, electricity resistance 10, fire resistance 10, poison immunity, regeneration 5, SR 26
Feats: Blind-fight; Cleave; Dodge; Combat Expertise; Improved Initiative; Lightning Reflexes; Multiattack; Power Attack
Skills: Climb +33, Concentration +34, Craft or Knowledge (any two) +32, Hide +18*, Listen +32, Move Silently +26 Search +36, Spot +36, Survival +7*, and Swim +16
Advancement: By character class
Climate/Terrain: Warm forest and underground
Organization: Solitary or cult (1 anathema plus 2-13 purebloods, 2-5 halfbloods, and 2-4 abominations)
Treasure: Double standard

Source: Fiend Folio

Combat

When found with other yuan-ti, an anathema prefers to let its minions handle the mundane work of melee combat while it uses its psionics and spell-like abilities to weaken the enemy ranks. Alone, or when forced into melee, an anathema grapples opponents, using its dissolving touch psionic power to melt foes in its grasp, and blasting enemies who are hanging back from combat (archers and spellcasters) with its spell-like abilities.

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.

Poison (Ex): An anathema delivers its poison (Fort DC 30 negates) with each successful bite attack. Initial and secondary damage are the same (1d4 Con).

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. This ability is similar to a shapechange spell cast by a 19th-level sorcerer but allows only viper forms. 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.

Chameleon Power: An anathema can change the coloration of itself and its equipment to match its surroundings. *An anathema using chameleon power receives 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, 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 ti-khana creature. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer.

Spell-like Abilities: 3/day - animal trance, cause fear, deeper darkness, entangle, haste, neutralize poison, suggestion, baleful polymorph, unholy blight; 1 day - blasphemy, unholy aura. Caster level 20th; save DC 16 + spell level.

All-Around Vision (Ex): An anathema's six heads allow it to see in all directions at once. Because of this ability, it has a +4 racial bonus on Search and Spot checks, and it cannot be flanked.

Attach Grafts (Su): An anathema has the ability to transform humanoid and monstrous humanoid creatures, making them more like yuan-ti. Each day, an anathema can attach eight yuan-ti grafts to one or more creatures. This requires 1 hour of uninterrupted work per graft, during which the anathema can do nothing else. Between grafts, the anathema can rest or engage in light activity such as talking or walking, but cannot fight, cast spells, use magic items, conduct research, or perform any other physically or mentally demanding task.

In addition, anathemas can create the mixture of venom, roots, and herbs required to create either a tainted one or a broodguard .

Regeneration (Ex): An anathema takes normal damage from force effects and adamantine weapons. Attack forms that don't deal hit point damage ignore regeneration, and an anathema does not restore hit points lost from starvation, thirst, or suffocation.

Scent (Ex): An anathema can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills:Anathemas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Anathemas have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. Anathemas have a +8 racial bonus on Survival checks when tracking by scent.