She-Da-Zhong, Cobra (Elder)

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3E Material
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Large Monstrous Humanoid
Hit Dice: 9d8+36 (76HP)
Initiative: +4
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 21 (-1 size, +10 natural, +2 masterwork heavy shield); touch 9; flat-footed 21
Base Attack/Grapple: +9/+18
Attack: Masterwork Flail +14 melee (2d6+5) or Masterwork Shortbow +9 ranged (1d8+5/×3, 60’ range increment)
Full Attack: Masterwork Flail +14/+9/+4 melee (2d6+5) & Bite +8 melee (2d6+4 plus Poison) or Masterwork Shortbow +9/+4 ranged (1d8+5/×3, 60’ range increment)
Space/Reach: 10’/10’
Special Attacks: Aversion, Constrict 1d6+7, Cower, Improved Grab, Poison, Spell-Like Abilities
Special Qualities: Alternate Form, Chameleon Power, Darkvision 60’, Detect Poison, Monstrous Humanoid traits, Scent, Spell Resistance 21
Saves: Fort +7, Ref +6, Will +11
Abilities: Str 21 (+5), Dex 11 (+0), Con 19 (+4), Int 20 (+5), Wis 20 (+5), Cha 18 (+4)
Skills: Disguise +16, Intimidate +16, Craft or Knowledge (any two) +17, Listen +19, Spellcraft +17, Spot +19
Feats: Alertness (Bonus), Combat Expertise, Dodge, Improved Initiative, Mobility
Environment: warm deserts (Siraaj)
Organization: solitary, pair, gang (4-8), nest (3-12 Lessers, 2-5 Greaters, & 4-8 Elders) or tribe (25-150 Lessers, 10-80 Greaters, & 15-50 Elders)
Challenge Rating: 7
Treasure: standard
Alignment: usually Lawful Evil
Advancement: by character class
Level Adjustment: +5

Combat
The undisputed leaders of the she-da-zhong, the elders are eager to display their superiority & dominance. In groups, they will order any purebloods under their command to attack first, & then any present halfbloods. They will freely use their magical powers against opponents, favoring crushing despair to more personal attacks, such as dominate person. If necessary, they will enter melee, constricting & biting every creature within reach in a violent frenzy.

Aversion (Sp): An elder cobra can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC22) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.

Constrict (Ex): An elder cobra deals 1d6+7 points of damage with a successful grapple check.

Cower (Su): An elder cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC18) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, an elder cobra must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.

Poison (Ex): Injury, Fortitude save (DC18), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.

Spell-Like Abilities
  • At-will: obscuring mist, touch of idiocy
  • 3/Day: charm monster (DC18), stinking cloud (DC17), vampiric touch
  • 1/Day: crushing despair (DC18), dominate person (DC19)
  • Caster level 10th. The save DCs are Charisma-based.

Alternate Form (Sp): An elder cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.

Chameleon Power (Sp): An elder cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

Detect Poison (Sp): An elder cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.

Monstrous Humanoid traits: All creatures with the Monstrous Humanoid type possess the following traits:
  • Darkvision out to 60’.
  • Proficient with all simple weapons.
  • Monstrous humanoids not indicated as wearing armor are not proficient with armor or shields.
  • Monstrous humanoids eat, sleep, & breathe.

Scent (Ex): An elder cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).

Skills: An elder cobra can always choose to take 10 on Climb checks, even if rushed or threatened.

She-Da-Zhong Lore
Characters that have ranks in Knowledge (Nature) can learn more about she-da-zhong. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC13: “Hailing from the Western Continent, a race of snake-worshippers have come to Admaja with an unknown agenda.” A character making this check recalls all monstrous humanoid traits.
  • DC18: “These serpent-folk are the she-da-zhong; they can transform into snakes, & lie to you in both shapes.” A character making this check knows the workings of the Alternate Form & Detect Poison qualities.
  • DC23: “They seek to corrupt & dominate all within their venomous grasp, & they have many magical powers at their disposal to do as such.” A character making this check remembers a she-da-zhong’s spell-like abilities, as well as any other special attacks & qualities.
  • DC28: “They worship Martuakh, a sinister god that demands gory sacrifice, so their idols of the Serpent Lord are often covered in blood.” A character making this check is familiar with the she-da-zhong’s culture, society, & habits. This also grants the character basic knowledge about Martuakh.
  • DC33: “The she-da-zhong of the Asp faction are in a kind of civil war with the she-da-zhong of the Cobra faction, separated by their differing religious & cultural tenets.” A character making this check knows the history of the she-da-zhong, & the reason for the separation between the Asps & the Cobras.

Abilities & Racial Features
Elder cobra characters possess the following racial traits:
  • Strength +8, Constitution +6, Intelligence +6, Wisdom +10, Charisma +10.
  • Monstrous Humanoid: An elder cobra is not subject to spells or effects that affect humanoids only, such as charm person or dominate person. It is still subject to charm monster or dominate monster, however.
  • Large Size: As a Large creature, an elder cobra gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character.
  • Racial Hit Dice: An elder cobra begins with 9 levels of humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, & base saving throw bonuses of Fortitude +3, Reflex +6, & Will +6.
  • Racial Skills: An elder cobra’s humanoid levels give it skill points equal to 12 × (2 + Int modifier, minimum 1). Its class skills are Disguise, Intimidate, Craft or Knowledge (any 2), Listen, Spellcraft, & Spot. Also, an elder cobra can always choose to take 10 on Climb checks, even if rushed or threatened.
  • Racial Feats: An elder cobra’s humanoid levels give it 3 feats. Also, an elder cobra has Alertness as a bonus feat.
  • An elder cobra’s base land speed is 30 feet.
  • An elder cobra’s base climb speed is 20 feet.
  • Darkvision out to 60 feet.
  • Natural Weapon (Ex): Bite (2d6 + Str plus Poison); piercing damage.
  • Aversion (Sp): An elder cobra can magically create a compulsion effect targeting one creature within 30’. The target must succeed a Will save (DC22) or gain an aversion to serpents for 10 minutes. Affected creatures must stay at least 20’ away from any snake or she-da-zhong, alive or dead; if already within 20’, they are compelled to move away. A subject unable to move away, or one attacked by serpents, is overcome with revulsion, which reduces their Dexterity score by 4 points until the effect wears off or the subjects is no longer within 20’. This ability is otherwise similar to an antipathy spell (caster level 16th). The save DC is Charisma-based.
  • Constrict (Ex): An elder cobra deals 1d6+7 points of damage with a successful grapple check.
  • Cower (Su): An elder cobra can daunt its enemies by unfurling its hood. Once per minute, as a move action, it can open its hood. All opponents within 20’ must make a Will save (DC18) or become shaken for 1d6+4 rounds. The save DC is Charisma-based.
  • Improved Grab (Ex): To use this ability, an elder cobra must hit a Large or smaller creature with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Constrict.
  • Poison (Ex): Injury, Fortitude save (DC18), initial damage 1d6 Constitution, secondary damage 2d6 Constitution; the save DC is Constitution-based.
  • Spell-Like Abilities
    • At-will: obscuring mist, touch of idiocy
    • 3/Day: charm monster (DC18), stinking cloud (DC17), vampiric touch
    • 1/Day: crushing despair (DC18), dominate person (DC19)
    • Caster level 10th. The save DCs are Charisma-based.
  • Alternate Form (Sp): An elder cobra can assume the form of a Tiny-Large size cobra (see the Snake entry of the Monster Manual, page 280) as a spell-like ability. The she-da-zhong loses its natural weapons (if any) & gains the natural weapon of the cobra form that it assumes. If the she-da-zhong has a venomous bite of its own, then it uses its own or the cobra’s venom, whichever is more potent.
  • Chameleon Power (Sp): An elder cobra can magically change the coloration of itself & its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.
  • Detect Poison (Sp): An elder cobra can use detect poison (as the spell; caster level 6th) as a spell-like ability.
  • Scent (Ex): An elder cobra can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents).
  • +10 natural armor bonus.
  • Spell Resistance 21.
  • Automatic Languages: Najai-She (Cobra She-da-zhong). Bonus Languages: Alhaggi, Common, & Draconic.
  • Favored Class: Cleric.
  • Level Adjustment: +5.

4E Material
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Please see Yuan-ti in the Monster Manual 1, pages 269-273.


This creature looks like a great serpent, except that its unblinking eyes betray a menacing intellect. It has two muscular humanoid arms, which end in serviceable four-fingered hands. A bifurcated tongue slides out from between its large jaws as it stares, as if in wait.

Known amongst themselves as the Naja Xian, the she-da-zhong of the Cobra Party are strict, authoritarian, & utterly evil. Ruling over all are the elders (Xanghua), who are the priests in the temples & the counselors of the courthouses. They dominate those around them, forcing those within their coils to take part in their dark schemes.

An elder cobra is about 8’-12’ long, & weighs around 200-300 pounds. They speak Alhaggi, Common, Draconic, & Najai-She.

Plot Hooks
  • Many refugees have recently come from the mountains, fleeing a growing threat of zhong attacks.
  • A mysterious plague has swept through the area, & a group of robed clerics have suddenly appeared, claiming to be able to cure it.
  • The mutilated body of a missing noble has been found, showing signs of poisoning & snake bites.