Yuan-Ti Weapons

by kelph1

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Yuan-ti weapons


Scalewhip

Weapon (whip), uncommon, melee, 1d4 slashing, finesse, reach

You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals damage as a normal whip.

As an action, you can command the whip to grapple a target up to 10 feet away. You use your attack roll against the target's Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is grappled.

Once grappled, you can use a bonus action to constrict the target for 1d4 bludgeoning damage.


Viper's Fang Spear

Weapon (spear), rare, melee, 1d6 piercing, thrown (20/60 ft.), versatile (1d8)

This spear has 3 charges. As an action, you can expend one charge to coat the spear's tip in venom. The next creature you hit with a melee attack using this spear must succeed on a DC 15 Constitution saving throw or take an extra 2d6 poison damage and become poisoned until the end of their next turn.

The spear regains all expended charges daily at dawn.


Python Net

Weapon (net), uncommon, ranged

This net has a range of 5/15 feet. Large or smaller creatures hit by this net are restrained, and must make a DC 13 Strength check to escape.

As an action, the wielder can command the net to constrict a restrained creature, dealing 1d6 bludgeoning damage.


Asp's Embrace

Weapon (garrote), rare, melee, 1 slashing, finesse, light

This weapon can only be used when you are within 5 feet of a creature. If you hit a creature with this weapon, they take 1d4 slashing damage and must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Boa Bolas

Weapon (bolas), uncommon, melee, 1d4 bludgeoning, thrown (20/60 ft.)

On a hit, the target takes 1d4 bludgeoning damage and must succeed on a DC 14 Dexterity saving throw or be knocked prone.

If the target is knocked prone, the "snake heads" bite the target and it must make a DC 14 Constitution saving throw or take an additional 1d4 poison damage and be poisoned until the end of its next turn.

 

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