Medium Humanoid, Neutral Evil
Armor Class 14 Natural
Hit Points 90 (8d8 + 45)
Speed 30 ft., Walk 30 ft., Swim 15 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, INT +7
Skills Arcana +7, Deception +5, Nature +5, Stealth +7
Damage Immunities Poison
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Sellcasting. The Viperines is an 5th-level spellcaster. Its Spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Viperines has the following Spells prepared: 

Cantrips (at will): Acid splash, Firebolt, Poison Spray, Ray of Frost, Shocking Grasp

1st level (4 slots): Disguise Self, Fog Cloud, Magic Missle

2nd level (3 slots): Hold Person, Misty Step, Scorching Ray

3rd level (3 slots): Fly, Haste, Lightning Bolt

Actions

Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. As well as (1d6 fire damage).  Special. Reach, Disarm. 

Bite or (Snake Hair Bite). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. As well as (1d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 20ft./60ft. one target. Hit: 3 (1d4 + 3) slashing or peircing damage. As well as (1d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Reactions

Petrifying Gaze. When a creature that can see the viperines's eyes starts its turn within 20 ft. of the viperines, the viperines can force it to make a DC 10 Constitution saving throw if the viperines isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the viperines until the start of its next turn, when it can avert its eyes again. If the creature looks at the viperines in the meantime, it must immediately make the save.
If the viperines sees itself reflected on a polished surface within 20 ft. of it and in an area of bright light, the viperines is, due to its curse, affected by its own gaze.

Description

Cursed Origins. Spawning from the often unholy union of men and medusae, Viperines are serpent like humanoids with a frightening visage. They bear the vestiges of their mother's terrible curse, and the indomitability of their fathers human spirit.

Cunning and Guarded. Due to the nature of their appearance, Viperines are often feared and reviled by most. This constant icy reception has led to their mistrust of others, and a need to rely on one's own wit and intellect rather than the warmth or kindness of others. This upbringing causes numerous Viperines to grow into the roles related to the world's underbelly such as assassins, thieves, spies, and cutthroats.

Magical Tendencies. Some viperines are born with innate magical abilities and seek out mages willing to teach them how to hone there skills. They are able to become incredibly powerful due to there magical heritage and have access more of there mother's abilities.

Habitat: CoastalDesertMountainSwampUnderdark

tyheff96

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