Yabin (White Serpent Form)Creature 18
Source Pathfinder #168: King of the Mountain
Perception +28 (darkvision)
Languages Nagaji, Taldane, Tengu, Tien, (can't Speak Any Language)
Skills Acrobatics +31, Athletics +35, Diplomacy +31, Intimidation +37, Occultism +31
Str +3, Dex +5, Con +6, Int +3, Wis +2, Cha +6
AC 39; Fort +30; Reflex +28; Will +33;
HP 256
Speed 25 feet (burrow 20 feet, swim 60 feet)
Immunities poison
Fangs +33 (+28, +23) to hit (finesse, reach 10) 4d10+11 Piercing
Venom +33 (+28, +23) to hit (range 20) 4d8+8 Poison
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Poisonous Floodwaters (poison, aura, water)10 feet Aura
Yabin is surrounded by magically generated waist-deep poisonous waters. Enemies that enter the water are exposed to his white serpent venom. The aura is difficult terrain for creatures without a swim Speed. Every time Yabin Casts a Spell, the aura increases in radius by 5 feet, up to a maximum of 60 feet. He can activate or suppress this aura as a single action, which has the concentrate trait.
Rattling MagicYabin substitutes all spellcasting components when Casting a Spell with rattling of his tail. This has the concentrate trait.
Toughest Teamwork: Envenomed StrikeTrigger An ally within 20 feet makes a Strike that would deal piercing or slashing damage and hasn't yet rolled the attack roll
Effect Yabin spits venom on his ally's weapon. The Strike, if it hits, also exposes the target to Yabin's white serpent venom. If the Strike misses, the venom evaporates off immediately.
White Serpent Venom (poison, virulent)Saving Throw DC 36 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage (1 round)
Stage 2 5d6 poison damage and Dazzled (1 round)
Stage 3 5d6 poison damage and Blinded (1 round)
Spontaneous Arcane Spells (DC 40, +32 to hit)
Cantrips (9th Level): Acid Splash, Detect Magic, Light, Shield, Telekinetic Projectile
5th Level (4 slots): Chromatic Wall, Cloak of Colors, Freedom of Movement, Haste
6th Level (4 slots): Chain Lightning, Feeblemind, Fireball, Spellwrack
7th Level (4 slots): Disintegrate, Eclipse Burst, Mask of Terror, True Seeing
8th Level (4 slots): Disappearance, Horrid Wilting, Prismatic Wall, Scintillating Pattern
9th Level (4 slots): Dispel Magic, Magic Missile, Polar Ray
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
NagajiA traditionalist ancestry with reptilian features and serpentine heads.