Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 14 | +2 | +2 |
CON | 13 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 16 | +3 | +3 |
WIS | 18 | +4 | +9 |
CHA | 20 | +5 | +10 |
Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Dream Leech. Once per short rest, when a creature within 30 feet falls unconscious or is frightened, you regain a spell charge used.
Also, you cannot be put to sleep by magical means and can see 30 feet into the Ethereal Plane.
Multiattack. The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks.
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The yuan-ti can constrict only one creature at a time.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage.
Innate Spellcasting (Yuan-Ti Trait) The Blood Seerer's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:
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At will: Poison Spray, Thaumaturgy
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3/day each: Hold Person, Suggestion
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1/day: Fear
Spellcasting (Blood Magic) The Blood Seerer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (save DC 15, +7 to hit). It requires blood from any creature (or a drop from itself) as a focus. It has the following cleric spells prepared:
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Cantrips (at will): Sacred Flame, Toll the Dead, Spare the Dying
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1st level (4 slots): Inflict Wounds, Command, Cure Wounds
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2nd level (3 slots): Hold Person, Blood Bind (HB See Description)
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3rd level (3 slots): Vampiric Touch, Bestow Curse
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4th level (3 slots): Phantasmal Killer, Blight
- 5th level (1 slot): Blood Sacrifice (HB See Description)
Blood Channel (Recharge 5–6). As an action, the Blood Seerer targets two creatures it can see within 60 ft.—one to harm and one to heal. The harmed creature must make a DC 15 Constitution saving throw, taking 6d10 necrotic damage on a failed save or half on a success. The healed creature regains hit points equal to half the damage dealt (minimum 10). Both targets must have blood or life essence.
Blood Puppet (1/Day). The Blood Seerer forces one humanoid it can see within 60 ft. to make a DC 15 Constitution saving throw. On a failure, the creature is paralyzed as blood tightens in their limbs (constricted by invisible serpentine coils of ichor) for 1 minute. They may repeat the save at the end of each turn.
Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Blood Drain. If the Yuan-Ti Blood Seerer is concentrating on a spell effecting another creature such as Hold Person, Blood Bind, Bestow Curse, the Blood Seerer may force 1 creature effected to make a DC 17 constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage and the Blood Seerer heals for half as much. On a success, nothing happens.
Description
Blood Bind (2nd-level necromancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S, drop of blood
Duration: Concentration, up to 1 minute
You create a tether of blood between two creatures within range. While bound:
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Each time one takes damage, the other takes half as much (no save).
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If either dies, the other takes 4d10 psychic damage.
Save ends at the end of each turn (Constitution).
Blood Sacrifice (5th-level necromancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S, drop of fresh blood
Duration: Instantaneous
You force a creature within range to bleed out to empower your allies. The target makes a Constitution saving throw. On failure:
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They take 8d10 necrotic damage.
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Up to 3 allies you choose within 60 ft. each regain 3d10 hit points and are cured of one condition (blinded, paralyzed, poisoned, or frightened).
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