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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Yeth Hound
SizeAndType: Medium-Size Outsider (Evil)
HitDice: 3d8+6 (19)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 70 ft. (good)
ArmorClass: 20 (+2 Dex, +8 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Bay, trip
SpecialQualities: Scent, flight, damage reduction 10/silver
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Listen +8, Spot +8, Wilderness Lore +8*
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or pack (6-11)
ChallengeRating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Description
General
Special Ability

Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed at a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that hound's bay for one day.

Special Ability

Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.

Special Ability

Flight (Su): A yeth hound can fly as the spell cast by an 11th-level sorcerer, as a free action. A yeth hound that loses this ability falls and can perform only partial actions.

Skills: *A yeth hound receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Yrthak
SizeAndType: Huge Magical Beast
HitDice: 12d10+36 (102)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (average)
ArmorClass: 18 (-2 size, +2 Dex, +8 natural)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 2d8+5, claw 1d6+2
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Sonic lance +12 ranged touch, explosion, snatch
SpecialQualities: Blindsight, sonic vulnerability
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Skills: Listen +19, Move Silently +10
Feats: Flyby Attack, Improved Initiative, Multiattack
ClimateAndTerrain: Any hill and mountains
Organization: Solitary or clutch (2-4)
ChallengeRating: 9
Treasure: None
Alignment: Often neutral
Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan)
Description
General

Despite their intelligence, yrthaks do not speak.

Combat

An yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey (eventually landing to devour the flattened mess).

Special Ability

Sonic Lance (Su): Every 2 rounds, an yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.

Special Ability

Explosion (Su): The yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect's center. This counts as a use of the sonic lance and thus is usable only once every 2 rounds, and never on a round following a sonic lance attack.

Special Ability

Snatch (Ex): An yrthak that hits a Medium-size or smaller creature with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can fly off with its prey and deal automatic claw damage, though it prefers to drop victims from a height. It can drop a snatched creature as a free action, which deals normal falling damage if the yrthak is flying.

Special Ability

Blindsight (Ex): An yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. An yrthak whose sense of hearing is impaired is effectively blind, treating all targets as totally concealed.

Special Ability

Sonic Vulnerability (Ex): Yrthaks are affected by loud noises and sonic spells (such as ghost sound or silence) and are more susceptible to sound-based attacks, suffering a -2 racial penalty to all saves.

Skills: Yrthaks receive a +4 racial bonus to Listen checks.

Yuan-ti:Pureblood
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 6d8 (27)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 16 (+1 Dex, +1 natural, +2 leather, +2 masterwork large shield) masterwork small shield) with human arms
Attacks: Masterwork scimitar +7/+2 melee; or masterwork longbow with masterwork arrows +9/+4 ranged
Damage: Masterwork scimitar 1d6; or masterwork longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, psionics
SpecialQualities: SR 16
Saves: Fort +2, Ref +6, Will +9
Abilities: Str 11, Dex 13, Con 11, Int 18, Wis 18, Cha 16
Skills: Concentration +9, Craft (any two) or Knowledge (any two) +9, Disguise +3*, Hide +7*, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative
ClimateAndTerrain: Warm forest and underground
Organization: Solitary, pair, gang (2-4), troupe (2-13 purebloods, 2-5 halfbloods, and 2-4 abominations), or tribe (20-160 purebloods, 10-80 halfbloods, and 10-40 abominations)
ChallengeRating: 5
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Yuan-ti speak their own language, plus Common, Draconic, and Abyssal.

Special Ability

Spell-Like Abilities: 1/day-animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion, and polymorph other. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Special Ability

Psionics (Sp): All yuan-ti can produce the following effects at will:

  • Detect Poison: As the spell cast by a 6th-level sorcerer.
  • Alternate Form: The yuan-ti can assume the form of a Tiny to Large viper. This ability is similar to a shapchange spell cast by a 19th-level sorcerer but allows only viper forms. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper's poison, whichever is more potent.
  • Chameleon Power: The yuan-ti can change the coloration of itself and its equipment to match its surroundings.
  • Produce Acid: The yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the yuan-ti's body.
  • Aversion: The yuan-ti creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer.

Skills: *Yuan-ti using chameleon power receive a +8 circumstance bonus to Hide checks.

The favored class for yuan-ti purebloods is ranger. Yuan-ti clerics can choose any two of the following domains: Chaos, Evil, Destruction, and Plant.

Yuan-ti:Halfblood
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 7d8+7 (38)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 16 (+1 Dex, +1 natural, +2 leather, +2 masterwork large shield)
Attacks: Masterwork scimitar +10/+5 melee (and bite if snake-headed +4 melee); or masterwork mighty composite longbow (+2) with m
Damage: Masterwork scimitar 1d6+2, bite 1d6+1 and poison; or masterwork mighty composite longbow (+2) 1d8+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, psionics
SpecialQualities: SR 16
Saves: Fort +3, Ref +6, Will +9
Abilities: Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16
Skills: Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8*, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative
ClimateAndTerrain: Warm forest and underground
Organization: Solitary, pair, gang (2-4), troupe (2-13 purebloods, 2-5 halfbloods, and 2-4 abominations), or tribe (20-160 purebloods, 10-80 halfbloods, and 10-40 abominations)
ChallengeRating: 5
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Yuan-ti speak their own language, plus Common, Draconic, and Abyssal.

Yuan-Ti Halfblood Features

Special Ability

Halfblood Features (Ex): Yuanti halfbloods have certain snake-like features to their anatomy. Roll twice on the following list, ignoring duplicate or contradictory results:

  • 1 - Snake head: Bite damage 1d6 and poison (save DC 14; initial and secondary damage 1d6 temporary Constitution)
  • 2 - Flexible torso: +1 racial bonus to Reflex saves
  • 3 - No legs, snake tail: Speed 20 ft., climb 15 ft., swim 15 ft; can constrict Medium-size or smaller creatures for 1d6+3 damage
  • 4 - Snakes instead of arms: Gains 2 bite attacks (1d4 arms damage and poison as above)
  • 5 - Scales instead of skin: +4 natural armor
  • 6 - Legs and snake tail: Speed 30 ft., swim 15 ft.; can constrict Small or smaller creatures for 1d4+3 damage

Special Ability

Spell-Like Abilities: (If human-headed) 1/day-animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion, and polymorph other. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Special Ability

Psionics (Sp): All yuan-ti can produce the following effects at will:

  • Detect Poison: As the spell cast by a 6th-level sorcerer.
  • Alternate Form: The yuan-ti can assume the form of a Tiny to Large viper. This ability is similar to a shapchange spell cast by a 19th-level sorcerer but allows only viper forms. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper's poison, whichever is more potent.
  • Chameleon Power: The yuan-ti can change the coloration of itself and its equipment to match its surroundings.
  • Produce Acid: The yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the yuan-ti's body.
  • Aversion: The yuan-ti creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer.

Special Ability

Poison (Ex): Halfbloods and abominations with snake heads only-bite, Fortitude save (DC 17); initial and secondary damage 1d6 temporary Constitution.

Skills: *Yuan-ti using chameleon power receive a +8 circumstance bonus to Hide checks.

The favored class for yuan-ti halfbloods is ranger. Yuan-ti clerics can choose any two of the following domains: Chaos, Evil, Destruction, and Plant.

Yuan-ti:Abomination
SizeAndType: Large Monstrous Humanoid
HitDice: 9d8+27 (67)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 20 ft., swim 20 ft.
ArmorClass: 20 (-1 size, +1 Dex, +10 natural); or 21 (-1 size, +1 Dex, +10 natural, +1
Attacks: Masterwork falchion +13/+8 melee (human arms) (or bite +12 melee if snake-headed); or master- work mighty composite long
Damage: Masterwork falchion 2d4+6, bite 2d6+6 and poison; or masterwork mighty composite longbow (+2) 1d8+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, psionics, improved grab (if snake-headed), constrict 1d6+6
SpecialQualities: SR 16
Saves: Fort +6, Ref +7, Will +10
Abilities: Str 19, Dex 13, Con 17, Int 18, Wis 18, Cha 16
Skills: Concentration +11, 2 Craft (any two) or Knowledge (any two) +9, Hide +9*, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative
ClimateAndTerrain: Warm forest and underground
Organization: Solitary, pair, gang (2-4), troupe (2-13 purebloods, 2-5 halfbloods, and 2-4 abominations), or tribe (20-160 purebloods, 10-80 halfbloods, and 10-40 abominations)
ChallengeRating: 7
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Yuan-ti abominations are all snake (01-50 on d%) or have a single human feature, either a head (51-75) or arms (76-00).

Yuan-ti speak their own language, plus Common, Draconic, and Abyssal.

Special Ability

Improved Grab (Ex): To use this ability, a snake-headed abomination must hit with its bite attack. If it gets a hold, it can constrict.

Special Ability

Constrict (Ex): An abomination deals 1d6+6 points of damage with a successful grapple check (using the bite attack bonus if snake-headed) against Large or smaller creatures.

Special Ability

Spell-Like Abilities: (Human-headed) 1/day-animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion, and polymorph other. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Special Ability

Psionics (Sp): All yuan-ti can produce the following effects at will:

  • Detect Poison: As the spell cast by a 6th-level sorcerer.
  • Alternate Form: The yuan-ti can assume the form of a Tiny to Large viper. This ability is similar to a shapchange spell cast by a 19th-level sorcerer but allows only viper forms. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper's poison, whichever is more potent.
  • Chameleon Power: The yuan-ti can change the coloration of itself and its equipment to match its surroundings.
  • Produce Acid: The yuan-ti can exude acid from its body, dealing 1d6 points of damage to anything it touches. The acid becomes inert when it leaves the yuan-ti's body.
  • Aversion: The yuan-ti creates a compulsion effect targeting one creature within 30 feet. The subject must succeed at a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 20 feet from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a -4 reduction to Dexterity until the effect wears off or the subject is no longer within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as cast by a 16th-level sorcerer.

Special Ability

Poison (Ex): Halfbloods and abominations with snake heads only-bite, Fortitude save (DC 17); initial and secondary damage 1d6 temporary Constitution.

Skills: *Yuan-ti using chameleon power receive a +8 circumstance bonus to Hide checks.

The favored class for yuan-ti abominations is cleric. Yuan-ti clerics can choose any two of the following domains: Chaos, Evil, Destruction, and Plant.