Medium Humanoid (Human, Shapechanger), Neutral Evil
Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +5
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 10 ft. (snake or hybrid form only), Passive Perception 12
Languages Common (can't speak in snake form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weresnake can use its action to polymorph into a snake-humanoid hybrid or into a giant snake, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


Keen Smell.
The weresnake has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The weresnake makes two attacks. In snake form, it makes one bite attack and one tail attack. In humanoid form, it makes two scimitar attacks or has one blowgun attack and one scimitar attack. In hybrid form, the weresnake's first attack is with its bite, blowgun or scimitar, and its second attack is with its tail or scimitar.​


Bite (Snake or Hybrid Form Only).
Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If a humanoid target takes poison damage from the bite and survives, it must succeed on a DC 12 Constitution saving throw or be cursed with weresnake lycanthropy.


Tail (Snake or Hybrid Form Only).
 Melee Weapon Attack:
 +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. If the weresnake chooses, the target is grappled (escape DC 13) and restrained until the grapple ends. Until this grapple ends, the weresnake can't use its blowgun and its melee attacks can only target the grappled creature.​


Scimitar
 (Humanoid or Hybrid Form Only).
Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Blowgun (Humanoid or Hybrid Form Only).
Ranged Weapon Attack:
+5 to hit, range 25/100 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Description

Weresnakes are insidious lycanthropes who delight in stalking and killing humanoids. In humanoid form they tend to be thin but muscular and unusually flexible. They move slowly and smoothly with occasional bursts of startling speed. A weresnake's voice is a sibilant hissing, but when in human form they can disguise this by careful pronunciation and usually speak normally with, at most, a slight lisp. Weresnakes prefer to fight in their hybrid form, which has a scaled humanoid upper body from the waist up while the lower half is that of a giant snake. The head appears disturbingly human apart from having the slit-pupiled eyes and venomous fangs of a viper.
 These reptilian lycanthropes typically prey on travelers and strangers who are unlikely to be missed, but will happily murder locals if they think they can get away with it. Weresnakes are highly insular, and most believe only their children and closest companions deserve to join their ranks. They go to great lengths to slay surviving victims who are infected with their curse.
 A weresnake is only comfortable in hot, humid conditions. Most live in tropical swamps and jungles, typically in wilderness areas although some hide in settlements. They like to lair beside water, either in a cave or burrow or some kind of building. Weresnakes are perfectly capable of constructing a hut or house, but prefer to murder a building's original owners and move in. Weresnakes enjoy the company of serpents of all kinds and often keep them as pets.

 

VARIANT: WERESNAKE SERPENTCALLER

A few weresnakes have the ability to summon venomous snakes. Known as serpentcallers, a weresnake with this ability is revered by its fellow serpent-men and is often the leader, spiritual advisor, or elder sage in a weresnake nest. A serpentcaller is Challenge 3 (700 XP) and gains the following action option.
Summon Serpents (Recharges After A Short Rest). The weresnake serpentcaller innately casts a 2nd-level spell called conjure serpents, requiring no material components. This spell summons 2 giant poisonous snakes [or 5 (1d3 + 3) poisonous snakes and is otherwise identical to the conjure animals spell.

 

(Originally created by Cas Liber; appeared in White Dwarf Magazine #30 (April 1982) in "Fiend Factory - In Good(?) Company", edited by Albie Fiore.)

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2024 12:52:55 AM
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Coming Soon

Monster Tags: Shapechanger

Habitat: ForestSwampUrban

casliber

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