Medium Humanoid (Yuan-Ti), Neutral Evil
Armor Class 18 (Breastplate, Shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +5, INT +7
Skills Arcana +7, Deception +10, Insight +5, Intimidation +7, Investigation +10, Medicine +8, Nature +10, Perception +5, Persuasion +10, Stealth +5, Survival +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Draconic, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The yuan-ti’s spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only), poison spray

3/day: suggestion

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Blackened Claw Devotion. The yuan-ti has advantage on saving throws against being charmed or frightened. The yuan-ti also has advantage on saving throws against being grappled, or restrained while it is within 5 feet of at least one ally, and the ally isn't incapacitated.

Rascal. The yuan-ti has tressym familiar, and can have arcane lock cast on their shop and items as needed (Examples: hunting trap, bags/bottles, and to strengthen a glass vial shortsword so it can be used as a weapon). The yuan-ti also has giant poisonous snakes for serpent venom.

Tool Expertise. The yuan-ti has their proficiency bonus doubled for any ability check they make that uses their proficiency with a tool. (Thieves' tools, tinker's tools, alchemist's supplies, jeweler's tools, glassblower's tools, herbalism kit, poisoner's kit, and healer's kit)

Snake Oil. The yuan-ti understands when they can skimp on resources and still get the job done, as well as arcane short cuts and insider secrets.

  • The yuan-ti can attune to up to four magic items at once.
  • If they craft a magic item with a rarity of common or uncommon, it takes them a quarter of the normal time, and it costs them half as much of the usual gold.
  • If they craft an item, or identify a target; they can cast distort value (5th level) and/or Arcanist's magic aura on the target without expending a spell slot, and not requiring any spell components.
  • They can cast identify at will, and without material components.

Alchemical Expert. The yuan-ti developed masterful command of magical chemicals, enhancing the healing and damage they create through them.

  • Whenever they cast a spell, they gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals plus 4.
  • Spells they cast ignore resistance to acid and fire damage. In addition, when they roll damage for a spell they cast that deals damage of that type, they can treat any 1 on a damage die as a 2.

Drugs, medicine, and poisons. The yuan-ti is an able physician, allowing them to mend wounds quickly and get their allies back in the fight. They can also prepare and deliver deadly poisons. They gain the following benefits:

  • They can cast lesser restoration without expending a spell slot and without preparing the spell. (4 Uses; Recharges after a Long rest)
  • When they use a [item]healer's kit[item] to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, they can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
  • Creatures gain temporary hit points equal to 11 (2d6 + 4), when they regain hit points from the yuan-ti's spells or actions.
  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.

Spell Sniper Expert. The yuan-ti has learned techniques to enhance their attacks with certain kinds of spells, gaining the following benefits:

  • When they cast a spell that requires them to make an attack roll, the spell’s range is doubled.
  • Their ranged spell attacks ignore half cover and three-quarters cover.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on their ranged spell attack rolls.

Infused Items. The yuan-ti knows eight infusions, but can only have four of them active at a time. Recommendation: 1, 6, 7, & 8 for combat. 2, 3, 4, & 5 for crafting/sales work.

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

  1. Helm of Awareness. Item: A helmet (requires attunement). While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
  2. Quiver of Ehlonna or Bag of Holding
  3. Spellwrought Tattoo, 1st level
  4. Alchemy Jug
  5. Ring of Mind Shielding
  6. Gauntlets of Ogre Power
  7. Winged Boots
  8. Enhanced Defense. Item: A suit of armor or a shield. A creature gains a +2 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Spell-Storing Item (Recommended spell Melf’s acid arrow). Whenever they finish a long rest, they can touch one simple or martial weapon or one item that they can use as a spellcasting focus, and they store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (don’t need to have it prepared).

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been eight times or until they use this feature again to store a spell in an object.

Spellcasting. The yuan-ti is a 12th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They have the following artificer spells prepared:

Cantrips (at will): acid splash, green-flame blade, fire bolt, message

1st level (4 slots): healing word*, ray of sickness*, absorb elements, catapult (acid or alchemist's fire), disguise self, Tasha's caustic brew

2nd level (3 slots): flaming sphere*, Melf’s acid arrow*, heat metal, invisibility, rope trick, web

3rd level (3 slots): gaseous form*, mass healing word*, blink, dispel magic

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage. Coated with thessaltoxin poison (polymorphed into the highest challenge rating snake possible)

 

Bonus Actions

Poisoner. The yuan-ti can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.

Reactions

Flash of Genius (4 Uses; Recharges after a Long rest). When the yuan-ti or another creature they can see within 30 feet of it makes an ability check or a saving throw, they can use their reaction to add plus 4 to the roll.

Strongest Potions (Recharge 6). When the yuan-ti sees a creature within 30 feet of it drink a potion, they can attempt to magically poison the drink. The target must succeed on a DC 15 Charisma saving throw or a potion of poison is mixed with the first potion.


 Mixing Potions. A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

Description

With one hour of work using a poisoner’s kit and expending 50 gold pieces worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.


Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can’t pass for human under close scrutiny because there’s always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.

Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.

Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.

Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.

Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.

Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.

Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.

False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.

Previous Versions

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Monster Tags: NPCYuan-TiArtificer

Habitat: DesertForestSwampUrban

onyxking64

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