Yuan Ti

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Yuan-ti

T
he castes of the yuan-ti are manifested in faith Yuan-Ti Lore
and flesh, hierarchical positon revealed rather
than grasped at as a yuan-ti ascends through Arcana DC 15: Yuan-ti typically undergo a series of painful
the layers of mystery and ritual toward divinity. and dangerous magical rituals to transform their bodies into
While some yuan-ti breed true, they are less forms resembling the snakes they venerate and giving them a
a species than a series of divine and arcane natural resistance to magic. Such rituals often result in
procedures, passed down from ancient undesired mutations or death.
forebears and kept in trust by an extensive mystery cult, for Arcana DC 20: The extremely variable outcomes of the
evoking serpentine features in the devoted and initiated. yuan-ti transformation rituals indicates that something about
An ascendant yuan-ti meditates upon the rituals, upon the them is being performed incorrectly, or the rituals themselves
words of their superiors, and upon the serpentine gods of the are insufficient to their aims.
world to prepare their body and mind for transformation. History DC 20: The yuan-ti, at their root, are humans and
Finally, in the moment of revelation their flesh gives final elves carrying a series of heritable or semiheritable divine
answer to the question of whether they were worthy of higher curses that they voluntarily assume in the pursuit of
form; flinging them toward apotheosis, stagnation, or death. closeness to their gods and status in their communities.
The rituals are incomplete, however, degraded after History DC 25: The yuan-ti, along with lizardfolk, nagas, and
countless generations of transmssion and adaptation. Think many others, are thought to have been created in the early
of what wonders might be achieved, if their divine truth might days of the world by a long-dead creator race called the
be renewed and restored. The greater gods of scalekind may Sarrukh.
be reticent to correct the course, but perhaps there is a closer Nature DC 15: Like the snakes they resemble, yuan-ti
sort of divinity that does not share their compunctions... become more active in sunlight.
Religion DC 15: Yuan-ti worship a variety of serpent deities,
fragments of the shattered World Serpent who bestow upon
them serpentine blessings in the form of the rituals of
transformation.
Religion DC 20: The greatest holy site of the yuan-ti is a city
called Sar'Rukoth, where it is said the first of their race were
birthed. Situated within an expanse of crumbling ruins, the
yuan-ti there meditate upon the divine and search for the
secrets of divinity.
If encountered as minions of greater yuan-ti, the pureblood
scatter at the beginning of combat, turning to fight if they are
Yuan-ti Pureblood pursued and focusing fire with their short bows on whoever
Medium humanoid (yuan-ti), neutral evil poses the greatest threat to the most ascended yuan-ti
present otherwise.
Armor Class 12
Hit Points 66 (11d8+11) Encounter Groups
Speed 30 ft.
CR 10 Encounter 2,400 XP
STR DEX CON INT WIS CHA 1 Spy Officer (CR 5)
11 (+0) 15 (+2) 13 (+1) 13 (+1) 12 (+1) 14 (+2) 2 Yuan-Ti Purebloods (CR 1)
2 Thugs (CR 1/2)
Skills Deception +6, Perception +3, Stealth +3
Damage Immunities Poison CR 17 Encounter 7,250 XP
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13 1 Yuan-Ti Pit Master (CR 6)
Languages Abyssal, Common, Draconic, Snake 2 Swarms of Vipers (CR 3)
Challenge 1 (200 XP) 4 Yuan-Ti Purebloods (CR 1)
Blessed by the Sun. While in sunlight, the yuan-ti
adds 1d4 to the result of any attack roll or Charisma
check it makes.
Cold Reading. The yuan-ti has advantage on
Charisma (Deception) checks made to present
themselves as a forgotten friendly acquaintance.

Actions
Multiattack. The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage plus 7 (2d6) poison damage.

Pureblood Lore
Arcana DC 15: The yuan-ti know an arcane ritual for
transforming humans and elves into yuan-ti.
Arcana DC 20: Though the yuan-ti still keep and
occasionally practice the Ritual of First Transformation, most
purebloods are born the children of other yuan-ti, rather than
being transformed humans or elves.
History DC 15: Yuan-ti purebloods are known to be adept
manipulators and charmers, and are often employed as spies
or infiltrators because of it.
Nature DC 15: Purebloods are occasionally identifiable by
snakelike features such as forked tongues, slit pupils, or
scalelike patches of skin, but none of these markers are
definitive or universal, and all can be disguised by means
mundane or magical.
Pureblood Tactics
If encountered as infiltrators, purebloods will typically
immediatly attempt to flee. It may be useful for a DM to give
such a yuan-ti abilities from the Spies stat blocks detailed in
the NPC section of this book.
Broodguard Lore
Yuan-ti Broodguard Alchemy Tools DC 25: The potion that initiates the
broodguard transformation is a compoud of distilled yuan-ti
Medium humanoid (yuan-ti), neutral evil
venom, broodguard blood, acanthus herbs, and white sanicle
Armor Class 14 (Natural Armor) root. The potion is ordinarily merely lethal, but repeated
Hit Points 78 (12d8 + 24) doses of it interspersed with curative magic gradually
Speed 40 ft. transform the imbiber into this bestial form.
Arcana DC 15: Brooduards lack the magic resistance of true
yuan-ti, though they make up for it in viciousness.
STR DEX CON INT WIS CHA History DC 10: Broodguards are a servant caste of the Yuan-
15 (+2) 14 (+2) 14 (+2) 6 (-2) 11 (+0) 4 (-3) Ti of bestial intelligence and unsurpassed loyalty.
History DC 20: The broodguard transformation, unlike the
Saving Throws STR +4, DEX +4, WIS +2 others the yuan-ti undergo, is never accepted willingly, due to
Skills Athletics +4, Perception +2 the deleterious effects the process has on the subject's
Damage Immunities Poison intellect. Broodguard stock are typically drawn from
Condition Immunities Charmed, Poisoned prisoners of war, or as a punishment for particularly vile
Senses Darkvision 60 ft., Passive Perception 12 crimes.
Languages Abyssal, Common, Draconic, Snake Nature DC 15-: Broodguards have numerous recurve teeth
Challenge 2 (450 XP) that make escaping their bites both difficult and painful, and
well-developed jaw muscles capable of fracturing bone.
Blessed by the Sun. While in sunlight, the yuan-ti Nature DC 20: When yuan-ti are subjected to the
adds 1d4 to the result of any attack roll or Charisma broodguard transformation, much higher doses are required
check it makes. to overcome their natural immunities to poison.
Hooked Teeth. The broodguard can maintain a
grapple even while incapacitated or dead. A Broodguard Potion. A creature that imbibes this
creature that fails an attempt to escape the potion must succeed on a DC Constiution saving
broodguard's grapple takes 4 (1d8) piercing throw or take 21 (6d6) poison damage and lapse
damage. into a coma for the next 1d4 days, or until cured by
Cure Poison or similar magic. Each dawn, the
Actions creature repeats the saving throw, taking 10 (3d6)
Multiattack. The broodguard makes three attacks: poison damage and having its Intelligence score
one with its bite and two with its claws. reduced by 1 on a failure. A creature whose
Intelligence score is reduced to 0 in this way
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., transforms into a Broodguard.
one target. Hit: 6 (1d8 + 2) piercing damage. If the
target is a Medium or smaller creature, it is
Grappled (escape DC 12).
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Gnaw. A creature grappled by the broodguard must
succeed on a DC 12 Constitution saving throw or
take 17 (5d6) piercing damage, or half as much on
a success. A creature that fails this save by 5 or
more has disadvantage on attack rolls that use
Strength until it completes a short or long rest.

Broodguard Tactics
Broodguard mindlessly swarm toward the nearest enemy,
changing focus if they are attacked. If commanded to, they
rush to aid their yuan-ti masters, heedless of attacks of
opportunity. If the broodguard starts its turn with a creature
grappled in its jaws, it Gnaws and attempts to drag it away
from its allies.
Malison Lore
History DC 15: Malisons make up the largest caste of yuan-ti
society, being the most common failed result of the Ritual of
Second Transformation.
History DC 20: While it is not strictly established that
malisons are incapable of reattempting the second ritual
successfully, it is a broadly enough accepted truism among
the yuan-ti that second attempts are met with derision, pity,
and scorn.
Nature DC 15: Malisons are among the quickest among the
yuan-ti, possessed of a blinding speed and alien
unpredictability that makes responding to their attacks
difficult for even seasoned combatants.
Nature DC 20: Due to the chaotic nature of the ritual that
produces them, there is a wild variety of phenotypic variety
among malisons. Though certain outcomes are more
common than others, it is not unheard of for wholely unique
malison presentation to appear.
Religion DC 15: The malison state is largely considered a
spiritual dead end by the yuan-ti, lacking the ascention
potential of the purebloods or higher eschelons.

Mind Whisperer Lore


Arcana DC 15: Mind whisperers are a type of malison that
have an innate magical ability to shift the perceptions of
creatures affected by poisons, turning them against their
allies.
History DC 20: Creatures that spend extended periods of
time in the company of a mind whisperer invariably are
swayed by their powers of persuasion, to an extent that
within yuan-ti society they are treated with a strange mixture
of respect and aversion.
Religion DC 15: Mind whisperers are strongly associated
with the serpentine deity Sseth, whose domains include
illusion, treachery, and deceit.
Mind Whisperer Tactics
Mind Whisperers lurk on the edges of combat, moving into
30 ft. range to use their atlatl without disadvantage,
preferentially targeting Rogues and Bards, then moving back
away to disincentivize chasing after them. They are usually
encountered with other yuan-ti or cultists, and if confronted
alone will usually attempt to flee or talk their way out of
combat. They will typically use Subtle Shift to cause a
creature to identify its nearest ally as an enemy, though if in
service of an abomination or anathema may use it to get an
enemy to aid the greater yuan-ti with buffs or healing.
Yuan-ti Malison Yuan-ti Mind
Medium humanoid (yuan-ti), neutral evil
Whisperer
Armor Class 12 Medium humanoid (yuan-ti), neutral evil
Hit Points 105 (14d10+28)
Speed 30 ft. Armor Class 14 (Natural Armor)
Hit Points 97 (13d10+26)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 15 (+2) 12 (+1) 16 (+3)
Skills Deception +5, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned Saving Throws WIS +3, CHA +5
Senses Darkvision 60 ft., Passive Perception 11 Skills Deception +5, Perception +3, Stealth +4
Languages Abyssal, Common, Draconic, Snake Damage Immunities Poison
Challenge 3 (700 XP) Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Draconic, Snake
Blessed by the Sun. While in sunlight, the yuan-ti
adds 1d4 to the result of any attack roll or Charisma Challenge 4 (1,100 XP)
check it makes.
Blessed by the Sun. While in sunlight, the yuan-ti
Magic Resistance. The yuan-ti has advantage on adds 1d4 to the result of any attack roll or Charisma
saving throws against spells and other magical check it makes.
effects.
Magic Resistance. The yuan-ti has advantage on
Slither Strike. Other creatures can't take reactions saving throws against spells and other magical
on the yuan-ti's turn. effects.
Actions Envenomed Trance. A poisoned creature that starts
its turn within 60 feet of the yuan-ti is Charmed by
Multiattack. The yuan-ti makes two attacks, one of the yuan-ti until the beginning of its next turn.
which may be with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one creature. Hit: 5 (1d4 + 3) piercing damage plus Multiattack. The yuan-ti makes two attacks, one of
7 (2d6) poison damage. which may be with its bite.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft., one target. Hit: 6 (1d6 + 3) slashing damage. one creature. Hit: 5 (1d4 + 3) piercing damage plus
Longbow. Ranged Weapon Attack: +4 to hit, range 7 (2d6) poison damage.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Glass Dagger. Melee Weapon Attack: +5 to hit,
damage plus 3 (1d6) poison damage. reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage and 7 (2d6) poison damage.
Reactions
Atlatl. Ranged Weapon Attack: +5 to hit, range
Deflect. As a reaction to being hit with a weapon 30/120 ft., one target. Hit: 8 (1d10 + 3) piercing
attack, the malison may increase its AC by 4 against damage plus 7 (2d6) poison damage and the target
the triggering attack. must succeed on a DC 13 Constitution saving
throw or be Poisoned for 1 minute. The creature
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Subtle Shift. One creature within 60 feet that is
Poisoned must make a DC 13 Wisdom saving
throw. On a failed save, the creature's perceives
one ally in range as an enemy, or one enemy in
range as an ally, for as long as it remains Poisoned.
Mind Whisperer Lore
Yuan-ti Nightmare Arcana DC 15: Through some horrid blend of enchantment,
illusion, and transmutation magic, nightmare speakers are
Speaker known to feed on the fear of their victims, growing larger and
Medium humanoid (yuan-ti), neutral evil more powerful the more creatures they can strike with terror.
Arcana DC 20: Nightmare speakers have a particular affinity
Armor Class 14 (Natural Armor) for the undead and certain evil fey, particularly bodaks, alips,
Hit Points 91 (14d10+14) and meenlocks.
Speed 30 ft. History DC 15: Nightmare speakers are a type of malison; a
failed result of the Ritual of second transformation.
STR DEX CON INT WIS CHA History DC 20: Easier said than done, but those who have
successfully fought nightmare speakers relay that the trick to
15 (+2) 16 (+3) 13(+1) 15 (+2) 12 (+1) 16 (+3) defeating them is remaining calm and clear-headed.
Religion DC 15: Nightmare speakers are strongly associated
Saving Throws WIS +3, CHA +5 with the serpentine deity Dendar, also called The Nightmare
Skills Deception +5, Perception +3, Stealth +4 Serpent.
Damage Immunities Poison
Condition Immunities Poisoned Nightmare Speaker Tactics
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Draconic, Snake Nightmare speakers use Invoke Nightmare, preferentially
Challenge 4 (1,100 XP) targetting Bards, Barbarians, Rogues, Fighters, and
Sorcerers. When at least two creatures are Frightened of
Blessed by the Sun. While in sunlight, the yuan-ti them, they switch to melee, closing with their bite and claws,
adds 1d4 to the result of any attack roll or Charisma typically against a creature that is not Frightened of them so
check it makes. as not to down the source of their power prematurely.
Magic Resistance. The yuan-ti has advantage on
saving throws against spells and other magical
effects.
Fed by Terror. At the beginning of its turn, if one
creature within 60 feet is Frightened of it, the yuan-
ti increases its size to Large. If two or more
creatures within 60 feet are Frightened of it, the
yuan-ti instead increases its size to Huge. If no
creatures within 60 feet are Frightened of it, it
reverts to its normal size.

Actions
Multiattack. The yuan-ti makes two melee attacks if
it is size Medium, three attacks if it is size Large,
and four attacks if it is size Huge, one of which may
be with its Bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage plus
7 (2d6) poison damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Invoke Nightmare. The yuan-ti evokes the
nightmares of a creature it can see within 60 feet,
appearing to that creature as a manifestation of its
deepest fears.
The target must succeed on a DC 13 Wisdom
saving throw or take 22 (4d10) psychic damage
and be Frightened for the next minute, or take half
as much damage on a success. The target can
repeat the saving throw at the end of each of its
turns. ending the effect on a success.
Pit Master Lore
History DC 15: Pit Masters are a type of malison; a failed Yuan-ti Pit Master
result of the Ritual of second transformation. Medium humanoid (yuan-ti), neutral evil
Natue DC 20: Like many yuan-ti, pit masters can transform
into snakes, though rather than a single creature they Armor Class 15 (Natural Armor)
transform into a writhing next of vipers that share a single Hit Points 136 (16d10+48)
consciousness. Many pit masters report that they find that Speed 30 ft.
form more comfortable, and that it requires a continuous
exertion of effort to impose humanoid form on their bodies. STR DEX CON INT WIS CHA
Religion DC 15: Pit masters are strongly associated with the
serpentine deity Merrshaulk, in his aspects of Beast and War. 16 (+3) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 17 (+3)
They often act as battle-clergy when the yuan-ti go to war.
Saving Throws DEX +7, WIS +4, CHA +6
Skills Deception +6, Stealth +7
Pit Master Tactics Damage Immunities Poison
A pit master stays close to lesser yuan-ti such as purebloods Condition Immunities Charmed, Poisoned
and broodguard, so as to keep them in its Serpents Glory Senses Darkvision 60 ft., Passive Perception 11
aura. It tries to never engage an enemy one-on-on, preferring Languages Abyssal, Common, Draconic, Snake
to gang up on a single enemy on the Challenge 6 (2,300 XP)
edge of a battle. Upon using
Embrace the Swarm, the pit Blessed by the Sun. While in sunlight, the yuan-ti
master either flees or dives adds 1d4 to the result of any attack roll or Charisma
deeper into the fray, depending check it makes.
on the stakes of the combat Magic Resistance. The yuan-ti has advantage on
and the state of its allies. saving throws against spells and other magical
effects.
Serpent's Glory. Friendly yuan-ti within 30 feet of
the Pit Master may use its attack bonus, rather than
their own.

Actions
Multiattack. The yuan-ti attacks once with its Flurry
of Bites and uses its Sinuous Command. If it has
fewer than 69 hit points, it may instead attack
twice with its Flurry of Bites.
Flurry of Bites. Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing
damage plus 10 (3d6) poison damage.
Sinuous Command. One friendly yuan-ti may use its
reaction to move up to half its speed and take an
action. If it does, it can't take actions on its
following turn, other than to disengage.

Reactions
Embrace the Swarm. As a reaction to being reduced
below 69 hit points, the yuan-ti transforms into a
swarm of venemous snakes. Its statistics remain
the same, except it can occupy another creature's
space and it has resistance to blugeoning, piercing,
and slashing damage.
Yuan-ti Abomination Actions
Large monstrosity, neutral evil
Multiattack. The abomination makes two attacks, one of
which may be with its bite.
Armor Class 15 (Natural Armor)
Hit Points 170 (20d10 + 60) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 40 ft. creature. Hit: 7 (1d6 + 4) piercing damage plus 10
(3d6) poison damage and the target must succeed on
a DC 15 Constituiton saving throw or be poisoned for
STR DEX CON INT WIS CHA 1 minute. The target can repeat the saving throw at the
19 (+4) 16 (+3) 17 (+3) 17 (+3) 15 (+2) 18 (+4) end of each of its turns, ending the effect on a success.
Longbow. Ranged Weapon Attack: +6 to hit, range
Skills Perception +5, Stealth +6 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing
Damage Immunities Poison damage plus 10 (3d6) poison damage.
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 15 Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Languages Abyssal, Common, Draconic, Snake one creature. Hit: 13 (2d8 + 4) bludgeoning damage. If
Challenge 7 (2900 XP) the target is Medium or smaller, it is grappled (escape
DC 14). Until this grapple ends, the target is restrained
and can't breathe, and the yuan-ti can't constrict
Blessed by the Sun. While in sunlight, the yuan-ti adds
another targets.
1d4 to the result of any attack roll or Charisma check it
makes.
Reactions
Magic Resistance. The yuan-ti has advantage on saving Tail Lash. As a reaction to a creature entering the yuan-
throws against spells and other magical effects. ti's reach, the yuan-ti may force the creature to
Slither Strike. Other creatures can't take reactions on succeed on a DC 15 Strength saving throw or be
the yuan-ti's turn. pushed 10 feet backwards and knocked prone. A
creature has advantage on this save if the yuan-ti has a
Coils of Despair. A creature that starts its turn grappled creature grappled with its Constrict ability.
by the yuan-ti must succced on a DC 15 Wisdom
saving throw or be Frightened unti the beginning of its Crush. As a reaction to a creature the yuan-ti has
next turn. grappled with its Constrict ability speaking or casting a
spell with a verbal component, the yuan-ti crushes the
air out of its lungs. The creature immediately begins to
suffocate.

Abomination Lore
History DC 15: Abominations typically represent the highest
caste within a yuan-ti society, having successfully navigated
the first two rituals of ascencion and achieved the form
thought to most closely resemble the yuan-ti's forebears.
Nature DC 10: Like many constrictor snakes, abominations
do not usually kill their prey by crushing it. Rather, they will
wait for a constricted creature to exhale, then tighten their
grip slightly so the creature cannot draw in fresh breath.
Abomination Tactics
Abominations make use of their slither strike to dart
past frontliners toward spellcasters, healers in
particular, then constrict them and drag them away from
allies while biting them. If they cannot reach a suitable
target within a turn, they move around the edges of combat,
trying to get in range for a quick strike. If they have a
spellcaster grappled, they save their reaction for Crush,
thereafter using tail lash to repel melee threats.
Anathema Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 13 (2d6+6) slashing damage.
Huge monstrosity, neutral evil
Constrict. Melee Weapon Attack: +10 to hit, reach 15
Armor Class 16 (natural armor) ft., one Large or smaller creature. Hit: 16 (3d6+6)
Hit Points 231 (22d12 + 88) bludgeoning damage plus 7 (2d6) acid damage, and
Speed 40 ft., swim 30 ft. the target is grappled (escape DC 16). Until this
grapple ends, the target is restrained and takes 16
(3d6+6) bludgeoning damage plus 7 (2d6) acid
STR DEX CON INT WIS CHA damage at the start of each of its turns, and the
23 (+6) 13 (+1) 19 (+4) 17 (+3) 19 (+4) 20 (+5) anathema can't constrict another target.
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach
Saving Throws WIS +8, CHA +9 10 ft., one creature. Hit: 27 (6d6+6) piercing damage
Skills Perception +8, Persuasion +9 plus 14 (4d6) poison damage.
Senses Darkvision 60 ft, Passive Perception 18
Languages Abyssal, Common, Draconic Drain Essence (Recharge 5-6). One target creature
Challenge 12 (8,400 XP) within 10 feet must make a DC17 Constitution Saving
Throw. On a failed save, the target takes 55 (10d10)
necrotic damage, or half as much on a success. If the
Magic Resistance. The anathema has advantage on
target is reduced to 0 HP, they also have their
saving throws against spells and other magical effects.
constitution score reduced by 3d6. If the target is a
Slither Strike. Other creatures can't take reactions on Yuan Ti, it makes the saving throw with disadvantage.
the yuan-ti's turn. Compel Submission (1/day). Each creature within 30
Blessed and Chosen. When the anathema dies, its six feet must make a DC17 Wisdom Save or be charmed
heads each tear away from the body and immediately and compelled to kneel before the anathema. This
travel 15 feet. They act on the anathema's initiative, effect ends if the anathema takes any hostile action
have AC 17 and 1 HP, and can't take actions other than toward a charmed creature or or someone uses an
to dash. If any remain alive after 24 hours, one reforms action to shake the charmed creature out of its stupor.
into a new body for the anathema, regaining all its hit
points and becoming active again. Reactions
Divine Backlash. When the anathema passes a saving
Actions throw against a magical effect, it may use its reaction
Multiattack. The anathema makes two claw attacks, one to deal 7 (2d6) radiant damage to the spellcaster.
constrict attack, and one Flurry of Bites attack.

Anathema Lore
Arcana DC 20: Anathemas are known to be able to drain the
life out of a creature, reducing it to a withered husk. Other
yuan-ti are particularly vulnerable to this attack.
History DC 20: Anathemas are the product of the Ritual of
Third Transformation, a secret guarded so carefully it is
considered entirely apocryphal in many yuan-ti sects.
Typically the only way it is imparted is when a dying
anathema chooses its successor.
Religion DC 20: The appearance on an anathema is
considered a divine blessing, and inspires wild religious
ferver in many yuan-ti, to the extent that anathemas usually
stay in complete seclusion to avoid disruption of everyday life.
Anathema Tactics
Anathemas begin combat with their Drain Essence as a show
of force, then attempt to Compel Submission, taking the
opportunity to monologue or have the party captured
and restrained. If less than half its enemies
submit, it goes after the closest healer and tries
to kill it as quickly as possible. The anathema
nearly invariably is trying to force a surrender or
flight, rather than fight to the death.
The Sun That Empties Worry. One creature grappled by at least two heads of
the anathema must succeed on a DC 21 Constitution
Hell, Anathema throw or take 77 (14d10) piercing damage, or half as
much on a success. If this damage reduces the target
Ascendant to 0 Hit Points, the target loses a limb.
Huge monstrosity, neutral evil Drain Essence. One target creature within 10 feet must
make a DC 19 Constitution saving throw. On a failed
Armor Class 19 (natural armor)
save, the target takes 55 (10d10) necrotic damage, or
Hit Points 231 (22d12 + 88)
half as much on a success. A target reduced 0 hit
Speed 40 ft., swim 30 ft.
points by this damage has its Constitution score
reduced by 3d6. A Yuan Ti makes this saving throw at
STR DEX CON INT WIS CHA disadvantage.
23 (+6) 13 (+1) 19 (+4) 17 (+3) 19 (+4) 20 (+5) Compel Submission (1/day). Each creature within 30
feet must succeed on a DC 19 Wisdom saving throw
or be Charmed and compelled to kneel before the
Saving Throws WIS +11, CHA +12
anathema for the next minute. This effect ends if the
Skills Perception +11, Persuasion +12
anathema or its allies takes any hostile action toward a
Senses Darkvision 60 ft, Passive Perception 21
charmed creature or if a creature uses an action to
Languages Abyssal, Common, Draconic
shake the charmed creature out of its stupor.
Challenge 22 (41,000 XP)
Reactions
Magic Resistance. The anathema has advantage on
saving throws against spells and other magical effects. Divine Backlash. When the anathema passes a saving
throw against a magical effect, it may use its reaction
Multiple Heads. The anathema has six heads. Whenever to deal 7 (2d6) radiant damage to the spellcaster.
the anathema takes 30 or more damage from a single
source, one of its heads dies. If all its heads die, the
anathema dies.
Legendary Actions
The anathema can take 3 legendary actions, choosing
Blessed and Chosen. When the anathema dies, its from the options below.
remaining heads each tear away from the body and
immediately travel 15 feet. They act on the anathema's Secrete Acid: The anathema coats itself in acid. The
initiative, have AC 17 and 1 HP, and can't take actions next creature to start its turn grappled by the anathema
other than to dash. If any remain alive after 24 hours, must succeed on a DC 19 Constitution saving throw or
one reforms into a new body for the anathema, suffer vulnerability to the next source of radiant
regaining all its hit points and becoming active again. damage it takes in the next minute.
Ascended Soul (Mythic Trait, recharges after a Short or Burst with Light (2 Actions): Each creature within 30
Long rest). When the anathema is reduced to 0 hit feet must succeed on a DC 19 Constitution saving
points, it doesn't die or fall unconscious. Instead, it throw or be take 18 (4d8) radiant damage and be
gains 231 temporary hit points and sprouts wings of Blinded until the end of its next turn. A grappled
light, gaining an 80 foot fly speed, a fourth legendary creature has disadvantage on this save.
action each round, and it immediately regains all spent
legendary actions. Solar Flare (2 Actions): Each creature in a 5 foot wide,
60 foot long line must succeed on a DC 19
Actions Constitution saving throw or take 22 (5d8) radiant
damage and be Blinded until the end of its next turn, or
Multiattack. The anathema makes as many bite attacks half as much damage on a success.
as it has heads. If it is grappling a creature at the start
of its turn, it may replace one of its bite attacks with a Divine Utterance (3 actions): Each creature of the
anathema's choice that can hear it must succeed on a
Swallow, or two of its attacks with a Worry.
DC 19 Charisma save or be knocked prone and
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one deafened for one minute. A creature that fails this save
target. Hit: 11 (1d10 + 6) piercing damage and 5 by 5 or more is also Blinded and Frightened for the
(1d10) poison damage and the target is grappled. next minute. A creature that fails this save by 10 or
While a head grapples a target, the head can attack only more also drops to 0 hit points.
that target. Breath of Dawn: (4 actions): A number of 5 foot wide,
Swallow. The anathema makes one bite attack against a 60 foot long lines equal to the number of the
Medium or smaller creature it is grappling. If the attack anathema's heads emanate from the anathema. Each
hits, that creature takes the bite's damage and is creature in the area of at least one of them must
swallowed, and the grapple ends. While swallowed, the succeed on a DC 19 Constitution saving throw or
creature is Blinded and grappled in the anathema's suffer 42 (12d6) radiant damage and be Blinded until
craw, it has total cover against attacks and other effects the end of its next turn, or half as much damage on a
outside the anathema, and takes 14 (4d6) acid damage success.
at the start of each of the anathema's turns. One
swallowed creature is freed whenever the anathema
loses a head.
The Rituals of Transformation The Ritual of Second
The yuan-ti rituals of transformation are foundational to their Transformation
culture, and yet are corrupted and incomplete versions of Procedure. A portion of the pureblood's blood is removed
their original forms, twisted through long seperation from and ritually consumed by a fellow member of scalekind who
their creators and the deceptive influence of various must have had an opportunity to kill the pureblood in secret
serpentine deities who sought to twist the yuan-ti to their own and chosen not to. The pureblood takes a concoction of bitter
ends. The original rituals were performed by the Sarrukh, herbs at sunrise and is lowered into a deep, steep-walled
one of the early creator-races of the world, before they cenote in which a two-headed water snake was born. The
vanished into their long slumber. pureblood must keep their head above water until sunset,
Each of the rituals has been subject to some corruption, making a Constitution saving throw each hour, taking a point
some mistake in transcription and passed down over of exhaustion on a failure.
generations, and the original versions are entirely lost to the
modern world. Each has some missing component that Constitution saving throw DC 10
would improve the outcomes, if only it could be found
through discovering the lost methods of the creators. Successful Result. A creature that fails no saves splits open
at the mouth and births its new body; that of an abomination.
The Ritual of First Transformation Partial Success. A creature that fails between one and three
of the saving throws must succeed on a DC 10 Constitution
Procedure. After performing the proper supplications to saving throw or die. On a success, the creature writhes in
each of the yuan-ti deities, meditating, and fasting for 24 agony for 1d4 days as its body slowly reforms into that of a
hours, a human initiate sacrifices another human whose trust malison.
they had once earned, eats their heart, then holds an adult Failed Result. If the pureblood fails four or more saving
viper they have raised from an egg aloft while entreating the throws, it can no longer swim and begins to drown.
ancient forebears of the yuan-ti. The initiate must maintain Corruption. Such pools are usually found in dense, heavily
skin-to-skin contact with the viper for another four hours. At shaded jungles. If raw casava root were added to the
the end of the four hours of contact, the viper will bite the concoction of herbs and the trial were undertaken under
initiate if it is deemed worthy, turn to black blood, and force pure, unfiltered sunlight, the pureblood would be able to
its way into the wound. ignore the effects of exhaustion. Additonally, the pureblood's
Constitution (Survival) DC 15 confederate can assist the ritual with no ill effect, though
Wisdom (Animal Handling) DC 15 presently doing so is considered taboo in most yuan-ti sects.
Charisma (Animal Handling) DC 20
Constitution saving throw DC 10 The Ritual of Third
Transformation
Successful Result. The initiate's body begins to transform. It Procedure. The ascending abominatation is bitten by twelve
must succeed on a DC 10 Constitution saving throw or die, other abominations, each of which is the sole bearer of a
transforming into a yuan-ti pureblood on a success. deep secret of the potential ascender, and each of whom has
Failed Result. If the snake breaks contact or bites the initiate sworn never to reveal the details of the ritual. If any intent to
before the end of the ritual, the ritual fails with no other betray these secrets, the ritual fails and the ascending
result. abomination dies. While under the effects of their poison, the
Corruption. While relatively less venomous snakes, such as ascending abomination's spirit is brought before an aspect of
common pit vipers, are typically employed both out of the World Serpent, and must plead its case for its plan for the
convenience and to minimize risk, the ritual is much more future of scalekind, its philosophy of governance, and for its
effective with more venomous snakes such as kraits, taipans, personal fitness to rule.
and cobras. The DC of the final Constitutions saving throw is
equal to 20 minus the save DC of the snake's venom. Intelligence (Persuasion) DC 20
Wisdom (Persuasion) DC 20
Charisma (Persuasion) DC 20
The Third Ritual. Unlike the first two rituals, which
were made by the Sarrukh to transform humans Successful Result. If the abomination succeeds at each of
into Yuan-Ti, the third ritual is entirely a creation of the checks, its flesh melts away and its bones turn to snakes
the Yuan-Ti, and the fact that it has been which fight viciously to consume each other, growing as they
transmitted only by the wisest and most intelligent do. When only one remains, it is rent open revealing the form
of the Yuan-Ti to only their chosen successor has of the newborn anathema.
limited the extent to which the ritual has yet Partial Success. If the abomination fails one of the checks, it
suffered the corruption of time and external is spirited away to the side of its preferred aspect and made a
influence. celestial body to serve it in the deity's home plane. The
abominations material body convulses and dies.
Failed Result. If the abomination fails more than one check,
it must succeed on a DC 25 Wisdom saving throw or have the
knowledge of the ritual is scoured from its mind.
Art Credits John O'hare Za
Johnathan Chavez
Yuan-Ti Assemble by unknown artist Joseph Donley ...a
Pureblood by Conceptopolis Josh Huston like th
Broodguard by Christopher Burdett Justin King find o
Malison by Conceptopolis Kelsii Weber new c
Mind Whisperer copyright Wizards of the Coast Kyle Cove
Nightmare Speaker copyright Wizards of the Coast Lascifrass
Pit Master by Daarken Lawrence Courtrelle
Abomination by Luke Wheeler
Anathema by Sam Wood Malacandrian
Sarrukh by Ralph Horsley Marc Adelman
Matt Herbert
Supported By Matt Pierce
Aaron Rosenberg Matthew Cullen
AHorseWithNoName Matthew S
Alex Bogart Mauricio Garcia
Alex Gillies Maximilian Bizjak
Alex O'Donnell Mehul Gupta
Alex O'Hanlon Michael Taylor
Alisha Herbitter Mike Nicolan
Allis Milo Baraclough
Anders Ivarsson Mitch Whitehead
Andrew Cheeseman Moritz Hackl
Benji Morris Nathan Johnson
Bernhard Fritz Nathanial Schnebly
Blueberryperson Niall
Bradley Webb Nick I
Brandon Malofsky Niki S
Brian Horlor ObsessiveModelmaker
Brian Hughes Ondřej Kříž
Brian Vogel Oscar Mangandid
Char Char Patrick
Christopher Benjamin Phoenix Daniels
Chuck Westfield Primarily Daniel
Corey Watts Rae Judd
Damian Ashcroft Rici
Damien Stanley Robert Martin
Daniel Petersen Robin Bjälmsjö
David Jose Robin Roberts
Delport Breckland Ronan Battistoni
Ex Nihilo Rowan
Flipp RuggerFoodie
Fletcher Herring Sandy Hogg
Frank Hoenikker SardScroll
Gage Wente saternoutlaw
George Hughes Saz
GramPositive Shadowfield
Harrison Phillips Shane
Helltroll Sharelle D Larsen
Hoswell Sheila Dietrich
Jack O'Keefe Simen Lande
Jacob Gist Simon Bell
Jake Serna simon Jørgensen
James Hawthorne Simon Weller
James McBride SirApetus
James McGowan Sylphreni
Jason Herzog Tanner F Moen
Jeffrey Mehibrech The Coffee Bean GM
Joacim Hother Bøger Karlsmose Victor Navone
Joey Caserez Vince Margaretich
John Langle Walter Downard
William Dixon

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