Yuan-Ti Mageslayer
Medium Monstrous Humanoid — CR 9
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
Feats
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.