I'd like to thank Jeff, Reverend Mike and wyattsalazar for their ideas, all of which have been mashed together to create:
You guys asked for it with all the "Thriller" comments...Snake MahjicoclSnake mahjicocls are sinuous creatures bred by the yuan-ti to overwhelm their enemies with hypnotic dances. The word mahjicocl means "dancing man" in the ancient yuan-ti language.Initiative +7 Senses Perception +8Level 9 ControllerSnake Mahjicocl SoloistXP 400Medium natural humanoid (reptile)
HP 97; Bloodied 48
AC 23; Fortitude 21, Reflex 21, Will 23
Speed 7mBite It (standard; at-will)+14 vs. AC; 1d8 + 2 damage, and ongoing 5 poison damage (save ends).CThriller (standard; recharge 5 6) * Necrotic, PsychicClose burst 2; targets enemies; +11 vs. Will; 1d8 + 5 necrotic and psychic damage, and the target is dazed (save ends).
Each Failed Save: The snake mahjicocl soloist slides the target two squares.Wanna Be Startin' Somethin' (immediate reaction, when missed by a melee attack; at-will)The snake mahjicocl soloist and up to two allies adjacent to the attacker shift 2 squares.Alignment Evil Languages Common, Draconic
Skills Arcana +10, Bluff +14, History +10, Insight +13
Str 15 (+6) Dex 17 (+7) Wis 18 (+8)
Con 17 (+7) Int 13 (+5) Cha 20 (+9)Snake Mahjicocl Soloist TacticsThe snake mahjicocl soloist uses wanna be startin' somethin' to slide in and out of melee. While in melee it uses thriller as often as possible.Initiative +14 Senses Perception +11Level 14 SkirmisherSnake Mahjicocl PrincipalXP 1,000Medium natural humanoid (reptile)
HP 140; Bloodied 70
AC 28; Fortitude 26, Reflex 26, Will 27
Speed 7mBad Bite (standard; at-will)+19 vs. AC; 2d8 + 4 damage, and ongoing 5 poison damage (save ends).CThriller (standard; recharge 5 6) * PsychicClose burst 2; targets enemies; +15 vs. Will; 1d8 + 6 necrotic and psychic damage, and the target is dazed (save ends).
Each Failed Save: The snake mahjicocl principal slides the target two squares.Speed Demon (minor; recharges when first bloodied)The snake mahjicocl principal gains +4 speed until the end of its next turn.Smooth CriminalIf a snake mahjicocl principal moves at least 4 squares on its turn and ends its move 4 squares away from its previous position, it gains concealment until the end of its next turn.Alignment Evil Languages Common, Draconic
Skills Arcana +15, Bluff +18, History +15, Insight +16
Str 18 (+11) Dex 20 (+12) Wis 19 (+11)
Con 21 (+12) Int 16 (+10) Cha 23 (+13)Snake Mahjicocl Principal TacticsA snake mahjicocl principal prefers to keep moving around the battlefield to take advantage of its smooth criminal ability. Like the soloist, it uses thriller as often as possible.Snake Mahjicocl LoreA character knows the following information with a successful Nature check.
DC 20: Snake mahjicocls are charismatic creatures created by the yuan-ti. Their dancing is deadly, bombarding onlookers with necrotic energy and dazing them as they ponder how cool it would be to be a zombie back-up dancer.Encounter GroupsSnake mahjicocls are almost always found in the company of yuan-ti and their cultists.
Level 8 Encounter (XP 1,750)
* 1 snake mahjicocl soloist (level 9 controller)
* 1 snaketongue assassin (level 9 lurker)
* 1 snaketongue warrior (level 8 brute)
* 8 snaketongue initiates (level 7 minion)
Level 11 Encounter (XP 3,200)
* 1 snake mahjicocl principal (level 14 skirmisher)
* 1 snake mahjicocl soloist (level 9 controller)
* 1 yuan-ti abomination (level 14 soldier)
* 1 yuan-ti malison sharp-eye (level 13 artillery)
Level 16 Encounter (XP 7,000)
* 2 snake mahjicocl principals (level 14 skirmisher)
* 1 yuan-ti malison disciple of Zehir (level 17 controller)
* 2 yuan-ti malison incanters (level 15 artillery)
* 1 yuan-ti abomination (level 14 soldier)
2 comments:
I really enjoy the inclusion of Jackson lyrics. This WTH will be a classic addition to any campaign where the characters are set against Bardic evil!
Hah, evil Indian bards with pungi and large baskets containing... snake mahjicocls!
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