Yuan-Ti Halfblood

Medium Monstrous Humanoid
Hit Dice: 7d8+7 (38 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +4 natural, +3 masterwork studded leather, +2 masterwork heavy shield), touch 11, flat-footed 19
Base Attack/Grapple: +7/+9
Attack: Masterwork scimitar +10 melee (1d6+2/18–20) or masterwork composite longbow (+2 Str bonus) +9 ranged (1d8+2/×3)
Full Attack: Masterwork scimitar +10/+5 melee (1d6+2/18–20) and bite +4 melee (1d6+1 plus poison); or masterwork composite longbow (+2 Str bonus) +9/+4 ranged (1d8+2/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, produce acid, spell-like abilities
Special Qualities: Alternate form, chameleon power, darkvision 60 ft., detect poison, scent, spell resistance 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 or Knowledge (any two) +14, Hide +10*, Listen +16, Spot +16
Feats: AlertnessB, Blind-FightB, Combat Expertise, [[[feat:, Improved Initiative
Environment: Warm forests
Organization: Solitary, pair, gang (3–4), troupe (2–13 purebloods, 2–5 halfbloods, and 2–4 abominations), or tribe (20–160 purebloods, 10–80 halfbloods, and 10–40 abominations)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
This being has the body of a lithe human with sharp features and unblinking eyes. Its skin is covered with gleaming scales, and a serpent’s head, complete with long fangs and forked tongue, rises from its shoulders.
Like purebloods, yuan-ti halfbloods appear mostly human, but they always have obvious snake features. The snakelike features of a halfblood may reflect any of a variety of venomous snakes, so a halfblood may have a cobra’s hood or a diamondback’s distinctive scale pattern. These features are usually consistent within a single troupe of yuan-ti, and often mark a troupe’s status within a tribe.
A halfblood is about the same height and weight as a human.


Halfbloods typically hang back out of melee while any purebloods accompanying them wade in, using their chameleon power to hide while softening up opponents with their spell-like abilities. If the purebloods all fall, the halfbloods wade into melee in their stead.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
Produce Acid (Sp): A yuan-ti halfblood has the psionic power to exude acid from its body, dealing 3d6 points of acid damage to the next creature it touches, including a creature hit by its bite attack. If the yuan-ti is grappling or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the yuan-ti’s body, and the yuan-ti is immune to its effects.
Spell-Like Abilities: 3/day—animal trance (DC 15), cause fear (DC 14), entangle (DC 14); 1/day—deeper darkness, neutralize poison (DC 17), suggestion (DC 16). Caster level 8th. The save DCs are Charisma-based.
Chameleon Power (Sp): A yuan-ti halfblood can psionically change the coloration of itself and its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
Skills: *Yuan-ti halfbloods using chameleon power gain a +10 circumstance bonus on Hide checks.

Halfblood Variants

The statistics above reflect the most common form of a yuan-ti halfblood, with the head and scaly skin of a serpent but otherwise human features. The curse of the yuan-ti produces a wide variety of halfbloods, however, manifesting their serpentine nature in different ways. To generate a random yuan-ti halfblood, roll d% and consult the following table.

d% Halfblood Variety
01–40 As described above
41–60 Human head, but arms are snakes (two bite attacks instead of one, damage 1d4+2 plus poison)
61–80 Snake tail in addition to human legs (speed 30 ft., swim 15 ft., can constrict Small or smaller creatures for 1d4+3 points of damage)
81–00 Snake tail instead of human legs (speed 20 ft., climb 15 ft., swim 15 ft., can constrict Medium or smaller creatures for 1d6+3 points of damage)

Constrict (Ex): A halfblood with a snake tail deals extra damage (1d4+3 if it also has legs, or 1d6+3 if it does not) with a successful grapple check against a creature small enough for it to constrict.

Source: Monster Manual

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