Ras Nsi
Large monstrosity (shapechanger, yuan-ti), neutral evil
- Armor Class 15 (bracers of defense)
- Hit Points 332 (35d10 + 140) reduced to 307; subtract 1 for each day that passes during the adventure
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 21 (+5)
- Saving Throws Con +9, Wis +9
- Skills Deception +10, Persuasion +10, Religion +9, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive perception 14
- Languages Abyssal, Common, Draconic
- Challenge 15 (13,000 XP)
Innate Spellcasting. Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following wizard spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Legendary Resistance (3/Day). If Ras Nsi fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ras Nsi has advantage on saving throws against spells and other magical effects.
Regeneration. Ras Nsi regains 10 hit points at the start of his turn if he has at least 1 hit point.
Smite. Once per turn, when Ras Nsi hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Special Equipment. Ras Nsi wears bracers of defense, wields an improved flame tongue longsword, and carries a sending stone matched to the one carried by the guide Salida (see chapter 1). In addition, Ras Nsi carries a locket with a picture of Alisandra inside. The locket has the statistics of a helm of teleportation but only Ras Nsi can attune to it.
Shapechanger. Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.
Spellcasting. Ras Nsi is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Ras Nsi has the following spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray
1st level (4 slots): expeditious retreat, false life, magic missle, shield
2nd level (3 slots): blindness/deafness, hold person, misty step
3rd level (3 slots): animate dead, counterspell, fireball
4th level (3 slots): blight, fire shield, phantasmal killer, polymorph
5th level (2 slots): contact other plane, geas, wall of force
6th level (1 slot): create undead
7th level (1 slot): teleportActions
Multiattack. Ras Nsi makes three melee attacks, but can only use Constrict once
Bite (Snake Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 10 (3d6) poison damage.
Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grapped (escape DC 18). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target.
Improved Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands, plus 14 (4d6) fire damage.
Legendary Actions
Ras Nsi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ras Nsi regains spent legendary actions at the start of its turn.
Attack. Ras Nsi makes one melee weapon attack.
Cantrip. Ras Nsi casts a cantrip.
Move. Ras Nsi moves up to his speed without provoking opportunity attacks.
Lair Action
On initiative count 20 (losing initiative ties), Ras Nsi can take a lair action to cause one of the following effects; Ras can't use the same effect two rounds in a row:
Nightmares of Dendar. Ras Nsi plagues the mind of a creature he can see within 30 feet of him. That creature must make a DC 14 Wisdom saving throw. On a failed save, the target takes 14 (4d6) psychic damage and is frightened of Ras Nsi until the end of its next turn. On a successful save, the target takes half as much damage and isn't frightened.
Summon Undead. Ras Nsi targets up to two dead bodies of creatures he can see within 30 ft. and turns them each into a wight under his control.
Teleporter. If one of Ras Nsi's floating shields is around him, he and one other creature he has grappled teleports into a room of his choice with a teleporter. The creature must suceed on a DC 14 Charisma saving throw or teleport to Ras Nsi's room of choice along with him. If a shield has been deactivated, they still will float towards him if he wishes to use it as a teleporter. Each room with a teleporter is displayed in the reflection of his floating shields. If Ras Nsi does not have his floating shields around him, he must be within 5 ft. of a teleporter to use this lair action.