Yuan-Ti Mageslayer

Medium Monstrous Humanoid — CR 9

()Updated 3.5

Yuan-Ti Mageslayer is a D&D 3.5 monster from —. CR 9, HD 8d8+16 (40 hp).

Hit Dice
8d8+16 (40 hp)
Initiative
+1
Speed
land 30 ft, 30 ft., climb 20 ft., swim 20 ft.
Base Attack / Grapple
+8/+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
STR
19
DEX
13
CON
15
INT
19
WIS
19
CHA
17
Fort / Ref / Will
+4 / +7 / +10
Challenge Rating
9
Alignment
Usually chaotic evil
Organization
Solitary, pair, gang (3-4), or guard detail (3-12)
Treasure
Double standard
Level Adjustment
+6
Spell Resistance
20

Special Abilities

ConstrictImproved GrabPoisonVenomous TentaclesAlternate FormChameleon PowerDetect Poison

Feats

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. 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.

Description

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. 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.