D&D
Fight Club
Kissilsth: Yuan-ti Halfblood Cleric of Merrshaulk
By Robert Wiese
Yuan-ti
abominations fill most priestly roles among the snake folk, but occasionally
a halfblood or pureblood will answer the call of Merrshaulk. Kissilsth
is one such halfblood, a creature that looks mostly human except for the
snake scales covering his body and the tail that extends between his legs.
He is favored by his god, and thus other yuan-ti fear him and follow his
lead. He primarily hunts the enemies of the yuan-ti and can be found anywhere
in the Forgotten Realms (or your own campaign world). He uses followers
as tools, but treats his cohort with enough respect to hold that creature's
loyalty.
Kissilsth favors a hands-on approach to combat, but softens his foes first with ranged fire from ambush. He mixes spells and melee attacks freely, and attempts to constrict an opponent if possible in combination with his melee attack. Kissilsth is not brave when he approaches death, and retreats to save his own life. He willingly sacrifices followers to escape but won't sacrifice his cohort unless absolutely necessary. In melee combat, he fights dirty. Optionally, you can replace his Improved Critical feat with the Dirty Fighting feat (see Sword and Fist).
Here we offer three versions of Kissilsth for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Be sure to make up his cohort for the second and third column versions. As an 11th-level cleric, he could have an ettin 2nd-level barbarian as a cohort. You might use low-level Gorg the ettin from February's Fight Club article, with his sorcerer levels removed.
[7th level Yuan-ti]/2nd level Cleric |
[7th level Yuan-ti]/7th level Cleric |
[7th level Yuan-ti]/11th level Cleric |
Challenge Rating: 7 [5 yuan-ti +2 for cleric class levels] |
Challenge Rating: 12 [5 yuan-ti +7 for cleric class levels] |
Challenge Rating: 16 [5 yuan-ti +11 for cleric class levels] |
Hit Dice: 7d8 [yuan-ti] + 2d8 [cleric] + 18 [Con] |
Hit Dice: 7d8 [yuan-ti] + 7d8 [cleric] + 28 [Con] |
Hit Dice: 7d8 [yuan-ti] + 11d8 [cleric] + 36 [Con] |
Hit Points: 59 |
Hit Points: 105 |
Hit Points: 117 |
Initiative Modifier: +6 (+2 Dex, +4 Improved Initiative) |
Initiative Modifier: +6 (+2 Dex, +4 Improved Initiative) |
Initiative Modifier: +9 (+5 Dex, +4 Improved Initiative) |
Speed: 30 ft., swim 15 ft. |
Speed: 30 ft., swim 15 ft. |
Speed: 30 ft., swim 15 ft. |
Armor Class: 24 [+2 Dex, +4 natural from scales, +2 studded leather armor, +2 masterwork large shield, +1 ring of protection], touch 16, flat-footed 22. |
Armor Class: 26 [+2 Dex, +4 natural from scales, +2 studded leather armor, +2 masterwork large shield, +3 ring of protection], touch 18, flat-footed 24. |
Armor Class: 32 [+5 Dex, +4 natural from scales, +5 glamered studded leather armor with silent moves, +2 masterwork large shield, +3 ring of protection], touch 21, flat-footed 27. |
Attacks:
AND
OR
|
Attacks:
AND
OR
|
Attacks:
AND
OR
|
Face/Reach: 5 ft. x 5 ft./5 ft. |
Face/Reach: 5 ft. x 5 ft./5 ft. |
Face/Reach: 5 ft. x 5 ft./5 ft. |
Special Attacks/Qualities:
|
Special Attacks/Qualities:
|
Special Attacks/Qualities:
|
Saving Throws: Fortitude +7 [+2 yuan-ti, +3 cleric, +2 Con] Reflex +7 [+5 yuan-ti, +0 cleric, +2 Dex] Will +12 [+5 yuan-ti, +3 cleric, +4 Wis] |
Saving Throws: Fortitude +9 [+2 yuan-ti, +5 cleric, +2 Con] Reflex +9 [+5 yuan-ti, +2 cleric, +2 Dex] Will +14 [+5 yuan-ti, +5 cleric, +4 Wis] |
Saving Throws: Fortitude +11 [+2 yuan-ti, +7 cleric, +2 Con] Reflex +15 [+5 yuan-ti, +3 cleric, +5 Dex, +2 Lightning Reflexes] Will +16 [+5 yuan-ti, +7 cleric, +4 Wis] |
Strength: 15 |
Strength: 16 |
Strength: 16 |
Dexterity: 13 (15) |
Dexterity: 13 (15) |
Dexterity: 14 (20) |
Constitution: 14 |
Constitution: 14 |
Constitution: 14 |
Intelligence: 18 |
Intelligence: 18 |
Intelligence: 18 |
Wisdom: 18 |
Wisdom: 18 |
Wisdom: 18 |
Charisma: 16 |
Charisma: 16 |
Charisma: 16 |
Skills [42 yuan-ti, 12 cleric]: Concentration +14 [10 yuan-ti, +2 cleric, +2 Con], Knowledge (nature) +6 [+2 cleric, +4 Int], Knowledge (religion) +11 [5 yuan-ti, +2 cleric, +4 Int], Knowledge (geography) +9 [5 yuan-ti, +4 Int], Hide +9* [7 yuan-ti, +2 Dex], Listen +14 [10 yuan-ti, +4 Wis], Scry +7 [+3 cleric, +4 Int], Spellcraft +7 [+3 cleric, +4 Int], Spot +9 [5 yuan-ti, +4 Wis]. |
Skills [42 yuan-ti, 42 cleric]: Concentration +19 [10 yuan-ti, +7 cleric, +2 Con], Heal +14 [+10 cleric, +4 Wis], Knowledge (nature) +11 [+7 cleric, +4 Int], Knowledge (religion) +14 [5 yuan-ti, +5 cleric, +4 Int], Knowledge (geography) +9 [5 yuan-ti, +4 Int], Hide +9* [7 yuan-ti, +2 Dex], Listen +14 [10 yuan-ti, +4 Wis], Scry +10 [+6 cleric, +4 Int], Spellcraft +11 [+7 cleric, +4 Int], Spot +9 [5 yuan-ti, +4 Wis]. |
Skills [42 yuan-ti, 66 cleric]: Concentration +21 [10 yuan-ti, +9 cleric, +2 Con], Heal +15 [+11 cleric, +4 Wis], Knowledge (nature) +13 [+9 cleric, +4 Int], Knowledge (religion) +18 [5 yuan-ti, +9 cleric, +4 Int], Knowledge (geography) +9 [5 yuan-ti, +4 Int], Hide +12* [7 yuan-ti, +5 Dex], Listen +17 [10 yuan-ti, +3 cleric, +4 Wis], Scry +13 [+9 cleric, +4 Int], Spellcraft +13 [+9 cleric, +4 Int], Spot +11 [5 yuan-ti, +2 cleric, +4 Wis]. |
Feats [5 yuan-ti, 1 for 9th-lvl character]: Alertness, Blind-fight, Dodge, Expertise, Improved Critical (scimitar), Improved Initiative. |
Feats [5 yuan-ti, 1 for 9th and 12th-lvl character]: Alertness, Blind-fight, Dodge, Expertise, Improved Critical (scimitar), Improved Initiative, Leadership (7th-lvl cohort, 5 1st-lvl followers). |
Feats [5 yuan-ti, 1 for 9th and 12th and 15th and 18th-lvl character]: Alertness, Blind-fight, Dodge, Expertise, Lightning Reflexes, Improved Critical (scimitar), Improved Initiative, Leadership (10th-lvl cohort, 15 1st-lvl followers, 1 2nd-lvl follower), Weapon Focus (scimitar). |
Alignment: Chaotic Evil |
Alignment: Chaotic Evil |
Alignment: Chaotic Evil |
Languages: Yuan-ti, Common, Draconic, Abyssal |
Languages: Yuan-ti, Common, Draconic, Abyssal |
Languages: Yuan-ti, Common, Draconic, Abyssal |
Equipment: The bonuses for these items are included in the statistics above. [12,000 gp for 9th-level character] +2 studded leather armor [4,175 gp], +2 ring of protection [2,000 gp], gloves of dexterity +2 [4,000 gp], masterwork scimitar [315 gp], masterwork mighty composite longbow +2 [400 gp], 20 masterwork arrows [140 gp], potion of bull's strength [300 gp], potion of cure serious wounds [750 gp] |
Equipment: The bonuses for these items are included in the statistics above. [45,000 gp for 14th-level character] +2 studded leather armor [4,175 gp], +3 ring of protection [18,000 gp], gloves of dexterity +2 [4,000 gp], +1 scimitar [2,315 gp], masterwork mighty composite longbow +3 [500 gp], 20 masterwork arrows [140 gp], potion of bull's strength [300 gp], potion of cure serious wounds [750 gp], potion of cure light wounds [50 gp], necklace of fireballs type II [2,700 gp] |
Equipment: The bonuses for these items are included in the statistics above. [130,000 gp for 18th-level character] +5 glamered studded leather armor with silent moves [49,175 gp], +3 ring of protection [18,000 gp], gloves of dexterity +6 [36,000 gp], +3 scimitar [18,315 gp], masterwork mighty composite longbow +3 [500 gp], 20 masterwork arrows [140 gp], boots of speed [8,000 gp] |
About the Author
Robert
Wiese never knew his parents. He was raised by kindly middle-class people,
and grew up on the mean streets of suburbia. There, he learned important
life lessons, such as the quickest route to the mall on a bicycle, how
to borrow the car, and how to hang Christmas lights on a two-story house.
Later in life, he discovered D&D, and gave up on all outdoor activities.
Now he lives like a hermit, coming out of his cave only to fix the Internet
connection or go to work at Wizards of the Coast.