Yuan-Ti Mageslayer (CR 9)

Medium Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., scent, Listen +17, and Spot +17


AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Hit Dice: 8d8+16 (40 hp)
Fort +4, Ref +7, Will +10
Speed: 30 ft., climb 20 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Masterwork short sword +13 melee or masterwork composite longbow (+4 Str bonus) +10 ranged
Full Attack: Masterwork short sword +13/+8 melee and bite +5 melee or masterwork composite longbow (+4 Str bonus) +10 ranged
Damage: Masterwork short sword 1d6+6/19-20, bite 1d6+2 plus poison, masterwork composite longbow (+4 Str bonus) 1d8+4/x3
Special Attacks/Actions: Constrict 1d6+6, improved grab, poison, spell-like abilities, venomous tentacles
Abilities: Str 19, Dex 13, Con 15, Int 19, Wis 19, Cha 17
Special Qualities: Alternate form, chameleon power, detect poison, SR 20
Feats: Alertness; Blind-fight; Combat Expertise; Eschew Materials; Still Spell
Skills: Climb +12, Concentration +13, Craft (any) +15, Hide +12, Knowledge (arcana) +15, Listen +17, Spot +17, and Swim +12
Advancement: By character class (sorcerer preferred)
Climate/Terrain: Warm forests
Organization: Solitary, pair, gang (3-4), or guard detail (3-12)
Treasure/Possessions: Double standard

Source: Serpent Kingdoms

Yuan-ti mageslayers are trained for spell battles by the Coiled Cabal even if they aren't members, and they thoroughly understand the side effects and unorthodox uses of their spells. They're used to hurling spells so as not to endanger allies in a fast-moving fray, and they are quick to set up traps and take advantage of cover and deception where possible.

The Coiled Cabal teaches that a mageslayer life lost is a "wound felt by all Vrael olo," a waste that weakens the race and must therefore be avoided. As cabal leaders put it, "A valiant hero is a human fool." Thus, a mageslayer saves its own scales first, fleeing to fight another day.

Mageslayers typically arrange ambushes so their dimension door abilities can whisk them to a waiting boat, inaccessible cave mouth, balcony, or cliffside ledge for easy escape should a fight go against them. Though ruthless in battle, they follow orders when it comes to capturing prisoners alive, recovering items, and avoiding damage to the surroundings. Like other yuan-ti, they admire the skulker more than the tower-toppling fireball-hurler.

Constrict (Ex): On a successful grapple check, a mageslayer deals 1d6+6 points of damage.

Improved Grab (Ex): To use this ability, a mageslayer must hit 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 16, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: At will- animal trance (DC 15), cause fear (DC 15), conceal thoughts (self only), entangle (DC 15); 3/day- deeper darkness, greater dispel magic, neutralize poison (DC 18), protection from energy (self only), suggestion (DC 17); 1/day- baleful polymorph (DC 19; into snake form only), dimensional anchor (DC 15), dimension door (self and equipment only), protection from spells. Caster level 14th. The save DCs are Charisma-based.

Spells: A yuan-ti mageslayer casts arcane spells as an 8th-level sorcerer, but its effective caster level is 14th. It may not take any spellcasting prestige class. -

Typical Sorcerer Spells Known (6/7/7/6/3; save DC 13 + spell level): 0- acid splash, arcane mark, dancing lights, detect magic, mage hand, message, open/close, read magic; 1st- alarm, burning hands, disguise self mage armor, unseen servant; 2nd- bull's strength, cat's grace, invisibility; 3rd- dispel magic, fireball; 4th- scrying.

Venomous Tentacles (Sp): Once per day, a mageslayer can produce an effect that functions like the Evard's black tentacles spell, except that the tentacles also deliver poison (contact, Fortitude DC 21, initial and secondary damage 1d6 Con) during each round of grappling. This ability is the equivalent of an 8th-level spell.

Alternate Form (Sp): A mageslayer can assume the form of a Tiny to Large viper as a psionic ability. This ability is similar to a polymorph spell (caster level 19th), but the mageslayer doesn't regain any lost hit points by changing form and can assume only viper shapes. The mageslayer loses its constrict ability in viper form but uses its own poison for its bite attack.

Chameleon Power (Sp): A mageslayer can psionically change the coloration of itself and its equipment to match its surroundings, gaining a +10 circumstance bonus on Hide checks. Mageslayers can control this power far more precisely than other yuan-ti, and they often use it to make a "badge" appear on their scales when participating in complex battles or missions, or to shift the hues of their scales so as to give mute signals (agreed-upon beforehand with their fellows), such as "Enemy near," or "I sense magic."

Detect Poison (Sp): A holy guardian can use detect poison as the spell (caster level 6th) at will.

Skills: A mageslayer receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A mageslayer 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.