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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. \columnbreak ___ ### 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.