Villainous Class Option The Serpent Primordial You have made a pact with a saurid god whom you pay hommage to not out of respect or fear, but because you aspire to emulate this entity. Once armed with its knowledge, you seek to supplant this being and become a new serpent god yourself. Your patron mollifies you with pronouncements that hint at the answers you seek, abusing its lordship over you and ever planning your destruction should you learn too much. Beings strong enough to offer you their power include Dendar, Merrshaulk, Sseth. Other entities include animal spirits, ascended heroes, powerful mariliths such as Shaktari, and rarely even some ancient green dragons. Serpant Primordial Expanded Spells Spell Level Spell 1st bane, inflict wounds 2nd detect thoughts, sticks to snakes 3rd bestow curse, haste 4th compulsion, dominate beast 5th mislead, modify memory Dendar's Boon Starting at 1st level, when you or a creature you control deals poison damage to a creature, you gain temporary hit points equal to your Charisma modifier (minimum of 1). Shedding Scales Starting at 6th level, you may spend your bonus action to shed your skin. Doing so removes yourself from any grapples, shackles, or other restraint by slipping out of your hold. If you spend one minute eating the shed skin, you may spend up to one half of your hit dice and regain that much health. Once you use this feature, you can't use it again until you finish a short or long rest. Emotionless Evil Upon reaching 10th level you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Additionally, creatures roll with disadvantage to resist your spells and abilities that would charm them. Fatal Fang At 14th level your patron bestows upon you the vitrolic venom of their own fangs. As an action you grow a pair of deadly fangs and make a melee spell attack with your bite. If the attack hits a creature with 50 hit points or less, the creature dies from the poison instantly. Otherwise, it is poisoned by your venom. As long as the creature is poisoned this way, if it drops below 50 hit points it dies. Creatures with poison damage immunity are uneffected. At the end of each of its turns, the creature may make Constitution save against your spell save DC to end the effect. Once you use this feature, you can't use it again until you finish a long rest. Eldritch Invocaions Potent Poisons Prerequisite: 5th level Whenever a spell, ability, or creature you control would deal poison damage to a creature it ignores resistance to poison damage. In addition, whenever you roll damage for poison, you may treat any 1 on a damage die as a 2. Saurid Brood Prerequisite: 9th level, Serpent Primordial patron Your body transforms into that of a malasion. You gain one of the following features: Your head transforms into that of a serpent. You gain a powerful bite as a natural weapon. On hit you deal piercing damage equal to 1d4 + your Strength modifier plus 2d6 poison damage. In addition, the target must make a Constitution saving throw against your spell save DC or become poisoned. Every 8 hours the creature can repeat the save, ending the effect on a success.

Your lower body assumes a serpentine form and you no longer have legs. As an action you can attempt to constrict your enemies. Make a melee weapon attack. On hit you deal bludgeoning damage equal to 2d6 + your Strength modifier and the target is grappled. Until this grapple ends the target is restrained and you cannot use this attack on another target. Upon reaching 18th level you gain both features and your creature type becomes monstrosity. Sseth's Kiss Prerequisite: 15th level, Serpant Primordial patron You can cast antipathy/sympathy at will--targeting yourself and any snakes or snake like creatures you control--without expending a spell slot or any material components. You must finish a long rest before you can specify the same creature type with this invocation again. Shaktari's Speed Prerequisite: 15th level, Pact of the Blade feature Your reflexes are enhanced by abyssal magics. Once per round, you can take an additional reaction, on top of your regular reaction. This additional reaction does not have to be on the same turn as your initial reaction. 1

Spell Descriptions Viper's Fang Evocation cantrip Warlock, wizard

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On hit, the target suffers the attack's normal effects, and venom seeps into their wounds dealing an additional 1d4 poison damage. Until the start of your next turn whenever the target makes an attack roll or ability check, roll 1d4 and subtract the number rolled from the attack roll or ability check. This spell deals increased poison damage as you reach higher levels. The damage increases when you reach 5th level 2d4, 11th level 4d4, and 17th level 6d4. Putrid Shame 1st-level conjuration Bard, warlock, wizard

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (feces, kindling)

V, S, M (feces, kindling) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed a Constitution saving throw against your spell save DC. On a failed save a repulsive stench eminates from the target. Whenever the target hits with an attack roll or passes an ability check or saving throw, subtract the number rolled by the number of allies that can smell the target within 30 feet of it (maximum reduction -5). Additionally, for the duration of the spell any creature that starts its turn within 5 feet of the target must succeed a Constitution saving throw against your spell save DC or be poisoned until the start of it's next turn. On a successful save, the creature is immune to the effects of this spell for 1 hour. At Higher Levels. When you cast this spell at 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Sticks to Snakes 2nd-level transmutation Druid, ranger

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You transform a bundle of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. If the target wood is being worn or carried by a creature, the spell fails if the creature succeeds on a Dexterity save against your spell save DC. The swarm obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn you can verbally command the swarm to move where you command it to (no action required by you.) You can use your action to verbally command the swarm to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, the swarm acts on its own, focusing on protecting you or itself. The swarm never requires your command to use its reaction, such as making an opportunity attack. The swarm remains for one minute, after which it turns back into the original materials. At Higher Levels. If you cast this spell using a 4th level spell slot or higher, when you command the swarm to take the Attack action, the swarm can make one additional attack for every two slot levels above 2nd. Venom Lance 2nd-level evocation Druid, sorcerer, warlock, wizard

Casting Time: 1 action

1 action Range: Self (60-foot line)

Self (60-foot line) Components: V, S, M (dried mandrake root and an adder's venom)

V, S, M (dried mandrake root and an adder's venom) Duration: Instant A magical javlin bursts from your hand and flies forward in 60 foot long and 5 foot wide line. Starting with the creature closest to you, each creature in the line must succeed a Dexterity saving throw against your spell save DC. Only the first two creatures to fail the save are pierced. A creature pierced takes 2d6 piercing damage and 1d6 poison damage on a failed save. A creature pierced by this spell must make a Constitution saving throw against your spell save DC at the start of each of its turns, taking 1d6 poison damage until they succeed or a minute has passed. At Higher Levels. If you cast this spell using a 4th level spell slot or higher, the poison damage increases by 1d6 for each of the spell's effects for every two slot levels above 2nd. 2

Yuan-Ti Pureblood Long ago the yuan-ti defield thier bloodline with cannibalistic sacrifice to appease their dark gods. At their peak, this race of serpentine humanoids ruled unapposed. It was the ambition of the yuan-ti and the inner conflict between their gods in the end that led to their downfall. All yuan-ti know that their form is superior to that of the other races. It is only a matter of time before the empire reorganizes and the yuan-ti reclaim their righful seat. Until that time comes, they lull their enemies into a false sense of security and set the seeds for their destruction. Purity and Sin The yuan-ti view the form of the serpent in the highest. The ambition of their kind drives them to emulate and reform themselves in that image. To that end, those with mutated and corrupted blood rise high in their ranks, while those whose blood is pure and unserpentine are looked oown upon with contempt by those above them. A pureblood in yuan-ti society lives a comfortable but empty life. Their needs are met, but in the end they serve under the coils of the abominations that rule above them. To be a pureblood is not the end for yuan-ti but the beginning. Many purebloods go through intense ancient rituals and set off on dangerous and deadly quests to dillute their blood and alter their form. Though often this ambition only leads to death, the few that succeed often rise to become malisons or even abominations. Ruthless Competetors The low station of the pureblood in yuan-ti society drives them to great lengths to improve themselves and rise above their peers. This ambition promotes yuan-ti to become andventurers and treasure hunters, always on the trail of the next step to ascendancy. The path to godhood comes with great sacrifice. Any who consort with yuan'ti should be warned, that the yuan-ti are more than willing for you to make that sacrifice. Yuan-Ti Names Yuan-ti name their brood after great heroes and powerful figures of their past to imbue their offspring with the greatness of the past. These names are passed on from generation to generation, each bearing the name seeking to surmount their ancestors in glory. Gender is secondary to the yuan-ti and is not considered by parents when naming their offspring. Over time the names are perverted and changed, not unlike the yuan-ti themselves. After spending some time in the world a yuan-ti may add more sibilants to make an exagerated hissing sound or make the name easier to pronounce depending on its anatomy. Yuan-Ti Names: Ahnnahthem, Dendais, Khorbrrak, Lucichiro, Manastikkam, Pyrrah, Quetzakhul, Shakktumi, Ssidissik, Ssomasuke, Wajhett, Vassukho, Znayyhk Pureblood Traits Your pureblood character has the following traits. Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1. Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs. Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil. Size. Purebloods match humans in average size and weight. Your size is medium. Speed. Your base walking speed is 30 feet. Blindsight. Your honed senses do not require sight. You know the location of any creature or object within 10 feet of you that is not behind total cover. Innate 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. 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. Charisma is your spellcasting ability for these spells. Poison Immunity. You are immune to poison damage and the poisoned condition. Languages. You can speak, read, and write Common, Abyssal, and Draconic. 3

Ophidian Lycanthropy There are multiple paths to the divine as far as the yuan-ti are concerned. In an attempt to reclaim thier place as the rulers of the realm, some yuan-ti clerics have delved into the dark disease of lycanthropy to both assimilate and destroy their enemies. Though not true yuan-ti, these creature serve the greater cause of restoring the saurid empire. Disease Turned Poison. Through torturous expirimentation and testing the yuan-ti have perfected and altered the disease of lycanthropy into a dangerous toxin that can be distributed quickly and efficiently. The yuan-ti are immune to the effects of the lycanthropy, and its venomous nature allows them to coat blades, darts, and spears to better pass on the curse. The venom is deadly, weeding out the weak so that only the strongest survive to become wereserpents. The Craving. Wereserpents are sinister creatures that are driven to convert as many to their brood as they can. This drive is by design, and allows the yuan-ti passively wait as their creations spread from town to town. Often it only takes one victim to become poisoned to fully convert a town. Wereserpent Wereserpents and cruel and calculating creatures. They are bald and hairless in thier humanoid form, their always watching eyes rarely blinking. In their hybrid form their arms and legs become are vestigial in nature, able to turn the pages of a book but too weak to properly wield a weapon. Wereserpents hunt in pairs. One uses its parseltongue to distract its prey while the other slithers behind and delivers the venom. If the victim dies to the venom, the wereserpent's jaw will unhinge so it can consume the carcass whole, unable to revert to their human form until they have finished digesting their meal. The ultimate goal for any wereserpent is to create a den out of the previous neighbors and friends it once knew. Once an entire town has been transformed or slain, the den moves on to new hunting grounds to grow their numbers. Yuan-ti can always be found at the root of a wereserpent infestation. Occasionally a naga will take it upon itself to dispose of a den of lycanthropes, if only to disrupt the yuan-ti's plans. Player Characters as Lycanthropes See the Monster Manual section on lycanthropes for more information on player characters. The following information applies to wereserpents. Wereserpent. Unlike other lycanthropies, since it is passed through venom and not disease, creatures immune to poison damage are immune to this lycanthropy. The character gains a Charisma score of 15 if his or her score isn't already higher. For the Constrict trait, the DC is 8 + the character's proficiency bonus + Strength modifier. For the Parseltongue trait, the DC is 8 + the character's proficiency bonus + Charisma modifier. Wereserpent Medium humanoid, (human, shapechanger) neutral evil Armor Class 12

12 Hit Points 44(8d8 + 8)

44(8d8 + 8) Speed 50 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 15 (+2) Skills Perception +2, Deception +4

Perception +2, Deception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Resistances poison

poison Senses passive Perception 12

passive Perception 12 Languages Common (can't speak in snake form)

Common (can't speak in snake form) Challenge 3 (700 XP) Shapechanger. The wereserpent can use its action to polymorph into a serpent-humanoid a giant poisonous snake, or back into its true form, which is humanoid. Its statistics, other than size, are the same in each form. Any equiptment it is wearing or carrying isn't transformed. It reverts to it's true form if it dies. Actions Multiattack (Hybrid or Snake Form Only). The wereserpent makes two attacks: one with its bite and one with its constrict. Bite (Hybrid or Snake Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 3d6 poison damage. If the target is humanoid and took poison damage, it must succeed on a DC 10 Constitution saving throw or be cursed with wereserpent lycanthropy. Constrict (Hybrid or Snake Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the target is restrained, and the wereserpent can't constrict another target. Shortsword (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. Parseltongue (Humanoid or Hybrid Form Only). The wereserpent entrances one creature it can see within 30 feet with magical words and a hypnotic stare. The target must make a DC 12 Wisdom saving throw or become charmed as if by the spell enthrall. A creature that passes this save is immune to the wereserpent's Parseltongue for the next 24 hours. The spell ends if the wereserpent cannot speak. 4