Maʻdān Sawt'thueban

Medium Humanoid, Lawful neutral

Armor Class 14 (studded leather)

14 (studded leather) Hit Points 66 (12d8 + 12)

66 (12d8 + 12) Speed 30ft. swim 45ft.

STR DEX CON INT WIS CHA 11 (0) 14 (+2) 12 (+1) 10 (0) 14 (+2) 20 (+5)

Saving throws Wisdom (+5), CHarisma (+8)

Wisdom (+5), CHarisma (+8) Skills Deception (+8), Insight (+5), Nature (+3), Perception (+5) Persuasion (+8) Stealth (+5), Survival (+5)

Deception (+8), Insight (+5), Nature (+3), Perception (+5) Persuasion (+8) Stealth (+5), Survival (+5) Senses passive Perception 15

passive Perception 15 *Damage immunities:

*Condition immunities:

Languages Sylvan, Aquan, Druidic

Sylvan, Aquan, Druidic Challenge 6 (2300 XP)

Keen senses: Sawt'thueban have advantage on wisdom (perception) checks involving smell.

Marsh born: Sawt'thueban ignore difficult terrain caused by swamps, marshes, and non-magical vegetation. In addition, Sawt'thueban can hold their breath for up to 1 hour.

Natural stealth: Sawt'thueban are adept at hiding in Swamp, marsh, and forest environments, gaining advantage on stealth checks in these types of terrain.

Serpent master: Sawt'thueban are accompanied at all times by two swarms of poisonous snakes, or one swarm of poisonous snakes and one giant constrictor snake, with which it shares telepathic bonds. These serpents act as allies of the Sawt'thueban, and act immediately after the Sawt'thueban in intitiative. On its turn the Sawt'thueban can issue commands telepathically to the serpents (no action required) which the serpents will follow to the best of their ability. In addition the Sawt'thueban can Command a swarm under its control to perform one of the following special actions:

Gather: The swarm attempts to retrieve an object and bring it to the Sawt'thueban. If the object is being held or carried by an unwilling creature it must succeed on a DC 14 strength saving throw or have the item torn from its grasp.

Hold: The target must succeed on a DC 14 dexterity saving throw or be restrained by the swarm. A creature can use its action to repeat the contest, freeing itself on a success.

Mantle: The swarm completely surrounds the Sawt'thueban, forming a protective mantle. While protected in this way, the Sawt'thueban gains temporary hit points equal to the swarms remaining hit point total. In addition, any creature that hits the Sawt'thueban with a melee attack while within 5ft must make a DC 10 constitution saving throw, suffering 14 (4d6) poison damage on a failure, or half as much on a success. The Mantle remains in place until the swarm reaches 0 hit points, the Sawt'thueban is knocked unconcious or is reduced to 0 hit points, or chooses to end it as a bonus action. If the swarm stops providing the mantle, it reforms within 5ft of the Sawt'thueban with whatever hit points remain from its time providing the mantle.

Spellcasting: The Sawt'thueban is a 17th level spellcaster. Charisma is its spellcasting ability (Save DC 16, + 8 to hit with spell attacks) The Sawt'thueban can cast the following spells Innately, requiring no material components:

At will: Animal Friendship, Beast bond, Beast sense, Detect thoughts, Misty step, Poison spray, Speak with animals (Serpents only), Suggestion.

3/day each (5th level): Awaken (Serpents only), Conjure animals (Serpents only), Dominate beast, Freedom of movement, Hypnotic pattern, Phantasmal killer, Polymorph, Speak with the dead, Vampiric touch.

1/day each: Finger of death, Abi-dalzim's Horrid wilting, True seeing.

Actions

Venom Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) and the target must succeed on a DC 15 constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a success.

Atropine Dart. Ranged Weapon Attack: +5 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) and the target must succeed on a DC 14 constitution saving throw. On a failure the target is poisoned for one minute. While poisoned in this way the creature is incapacitated by uncontrollable muscle spasms, defecation, and vomiting. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.