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___ ___ > ## 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): *teleport* > > > ### Actions > ***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. > \pagebreak ___ ___ > ### 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.