Yuan-Ti

Non-Player Races
/
Races
Yuan-Ti
Non-Player Race
Source
  • EAE

Description

Yuan-ti were a race of serpent-like humanoids, their appearance ranging from almost fully human-like, to mostly snake-like with a muscular tail in place of legs.

The Yuan-Ti were truly a cult, rather than a race. They worshipped their patron gods through bloody rituals, including the gruesome, cannibalistic ritual to convert a human into a Yuan-Ti. The ultimate goal of the Yuan-Ti was to devour the world, though their methods were subtle. Where possible, Yuan-Ti chose manipulation over confrontation; the whisper over the fang.

Territory

Yuan-Ti were native to the heartlands of Dovrok. Deep within the island's rainforests, their temples were home to all varieties of Yuan-Ti; however, their most human-like avatars were more commonly seen by outsiders within the settlements of other races. These infiltrators could be found all over Auriin, often seeking to spread their religion or to gather information that may serve their cult.

In rare circumstances, a Yuan-Ti avatar sent to foreign lands would defect, choosing to settle elsewhere in Auriin. These individuals often chose to live on the fringes of smaller human settlements, raising a family in relative peace.

Yuan-Ti Traits

Size. You are Medium.

Speed. Your movement speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.

Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Subraces

Yuan-Ti Avatars

Main Article: Yuan-Ti Avatars

Avatars were the variety of Yuan-Ti most resembling humans, their heritage less tainted by the rituals of their ancestors. They were the product of the ritual conversion of a human or elf into Yuan-Ti, or the descendent of such a person.

Avatars most often served Yuan-Ti cults as diplomats, infiltrators and spies, due to possessing only minor snake-like features, allowing them to fit in more readily with humanoid societies.

Yuan-Ti Avatar Traits

Magic Resistance. You have advantage on saving throws against spells.

Serpentine Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.


Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Yuan-Ti Malisons

Main Article: Yuan-Ti Malisons

Malisons were the natural, primary form of Yuan-Ti, a clade of Khalkydry who splintered off under a malicious divine will. Malisons were much more serpentine than their half-blood avatars, with snake-like heads and muscular tails in place of legs. They were workers - the muscle of the Yuan-Ti cult - with leadership roles left to chosen avatars.

Yuan-Ti Malison Traits

Bite. You have venomous fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + you Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. When the attack hits you may discharge your venom, dealing an additional 1d6 poison damage. You can add this additional damage again once you finish a short or long rest.

Constrict. As an Action, you may attempt to grapple a Medium or smaller creature using your muscular serpentine tail, by making a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition, and your movement speed is reduced to zero. You can release the target whenever you like (no Action required).


On subsequent turns, while the creature remains grappled, you may use your Bonus Action to inflict 1d6 bludgeoning damage on the grappled creature.

Speak with Serpents. You can telepathically communicate simple ideas to snakes. They can understand your words, and you can detect their surface-level thoughts, i.e. what they are thinking in the present moment. You have advantage on Charisma (Persuasion) checks against snakes.