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Serpent Shaman - Bestial 6
RARECEMEDIUMBESTIALNATHAIONESHAMAN

Adorned with bits of dried and decorated dyed skin and tree barks, showing sharp blues, deep greens and vibrant yellows and oranges, with its coiled lower body covered crude jewelry of bone, stone and bronze, and its body adorned in red and black tattoos depicting chaotic symbols of famine, and ever hunger. Its serpentine eyes seem a heinous trap, disturbingly hypnotic, unblinking, without emotion, seeming only empty wells with no emotion, no energy, only hunger.
Perception 1d20+15 , Initiative: 1d20+19
Languages Feriak, Draconic, Understands Common (Valarian)
Skills Acrobatics: 1d20+12 , Athletics: 1d20+11 , Craft (Poison-Making): 1d20+10 , Intimidate: 1d20+11 , Nature: 1d20+10 , Navigation (Terrestrial): 1d20+10 , Occult: 1d20+12 , Lore (Occult): 1d20+12 , Spell-Weaving (Gulagor): 1d20+15 , Stealth: 1d20+14 , Survival: 1d20+13

STR +3 , DEX +4 , CON +3 , INT +2 , WIS +5 , CHA +3

AC 24
Saving Throws Fort 1d20+11 , Ref 1d20+12 , Will 1d20+15 , Power Save (Strength): 1d20+11 , Logic Save (Intelligence): 1d20+10 , Ego Save (Charisma): 1d20+11
HP56 2d12+45 - Immunities Immune to Necrotic and Poison damage as well as to Persistent Damage (Poison) and Sickened Condition - Weaknesses Weakness (4) Psychic, Weakness (2) to Fire and Cold. - Resistances Resist (4) Radiant and Thunder
Speed 30 feet, 15 feet climb and swim
Melee Always Equipped Venomous Bite/Bite: 1d20+12 to hit, if it hits, deals 1d4+3 piercing damage, and if applicable, so if the venom was not discharged in the previous turn or during this turn, the target must make a DC 23 Fortitude Save. If they critically fail, the target becomes afflicted with Toxic (4), and takes double damage. If they fail they become Toxic (2), and take 2d6 poison damage. If they succeed they take half damage and are afflicted with Toxic (1). If they critically succeed they merely take half damage.   Feasting Scythe (Magick Weapon, +1): Reach 5 feet (10 feet for shaman due to Nathaione natural reach), is a Polearm. 1d20+14 to hit. If it hits, deals 3d4+4 slashing/piercing damage, as well as 2d6 necrotic damage, and heals the shaman for the amount of necrotic damage dealt.
Ranged N/A
Special Abilities Tough Hide (2): Though they have a humanoid torso and head, Nathaoine seem to have a thick snake like skin, very tough and reptilian like, which provides them a level of natural body armor. They have +2 natural armor boost to their AC.   Hardy: Nathaoine like any Bestial, if they roll a 1 or a 2 when gaining a new hit dice, they count it as a 3 instead.   Serpentine Swiftness: Nathaoine get to add their Dexterity Boost to initiative rolls. Also 1/round they may activate the Sudden Strike making a Bite attack against a target whom attempts to attack them in melee, move into or out of melee range of them.   Corruptive Resistance: Like most Bestials and other mutated beasts so 'blessed' they reduce the effects of corruptive influence such as from Scars upon Reality, by one step.   Ambush Damage: Nathaoine are naturally very stealthy creatures and despite their garb and markings, shamans are no exception. Be it with their magick or melee, they are skilled at taking advantage of unaware opposition. They have the benefits of a first level Scoundrel's Ambush ability, the extra damage being 1d6   Infinite Venom: A gift of their dark god Gulagor, the Nathaoine do not possess normal venom glands like most snakes, their glands produce the toxic compound their fangs inject at rapid speeds after they use it. They need only wait but 1 round between uses of their Venomous Bite.   Paralyzing Gaze: This is a special ability the Nathaoine possess, the way their upper body sways back and forth somewhat hypnotic. This is a special sort of ability they target upon any creature within sixty feet they can see that must be able to see them. At the cost of they may attempt to activate this. The creature targeted must attempt a Will Save against DC 23. If they critically fail, the target is entirely hypnotized, lost in the motion, and becomes Stunned [3]. If they simply fail, they become Stunned [2]. If the target succeeds they become Stunned [1]. If they critically succeed then they suffer no ill effect, but are vulnerable to ambush damage from the Nathaoine for the rest of this turn   Blind Sense: Due to their snake tongues and the biological traits and sensory attributes they share with actual snakes, the Nathaoine are unaffected by the light or darkness in how they perceive the world, not really relying on eye-sight. They suffer no Perception penalties or restrictions under any level of darkness.   Cold-Blooded: The Nathaoine are cold-blooded, truly reptilian, and do not handle the cold well in any way. Any Nathaoine whom suffers cold damage immediately is afflicted with Slow [1] Condition.   Reach: Due to their serpentine bodies, Nathaoine naturally have Reach of 5 feet with their melee attacks.   Occult Magick: Serpent Shamans commonly know at least one basic spell-form that will be recognizable, even if the corrupted method of its weaving offends the sensibilities of any magister. The spell form from the general list presented here is not gospel, simply the likely most common option. GMs should feel free to switch the choice as would be appropriate for their situation, setting and narrative.   Hidden Focus Path Ability: Foul Sorcery: This is not available on the base shaman profession for player use because it will be an additional GM supplement that should not be accessible to PCs unless you as the GM and your players have discussed and agreed to telling that sort of story. However for the monsters that count as shamans within the articles of this bestiary, those that are followers of the Fell and Ruined Gods do utilize this supplimentary material. Serpent Shamans follow Gulagor, and as such, you will find two Famine spell-forms presented here. Similarly to the general spell-form these are not gospel just the two most likely options, feel free to change the choices as fits your needs as a GM.   Unstable Magick: Every time a Serpent Shaman attempts to weave a spell-form they roll their Instability Dice 1d4 and track that number. Should it ever trigger a miscast, when it rolls for the event, the instability is discharged, that pool then added to the roll. If it reaches 100 it discharges automatically, and it is automatically a Major Miscast instead of being added to the d100 roll, since 100 automatically means you'd have to roll again on the Major Miscast table.   Manna Surge: Whenever the Shaman successfully casts a spell, they roll 1d8 , and checks which element below it corresponds with.  
NumberElement
1Fire
2Psychic
3Lightning
4Radiant
5Thunder
6Cold
7Necrotic
8Poison
  Whichever element you end up on, the Serpent Shaman becomes Resistant (5) to that damage type for the next round.   Maddening Aura: So long as you have an Instability Score of at least 1, you have a 10 foot maddening aura, where any creature that ends the turn within the radius of the aura must make a Logic Save against the Shaman's Profession DC (23). On a critical failure they take 1d10 psychic damage and become Stupified (1) and Confused (1). On a regular failure they simply take 1d10 Psychic damage and become Confused (1). On a success they merely become Frightened (1) and on a critical success, nothing happens.   Maddening Magick Pact Bond: When a Cultist decides to discharge their Instability into a spell-form, the targets of said spell-form, besides all other effects of the spell itself they are subjected to, the target(s) are subjected to a random condition (could be positive or negative). If its a condition with a numeric counter, they suffer (1) for every 10 Instability the shaman discharged.
Spells

Spell DC: 23

  Instability: 0/100   Shaman DC: 23  
Elemental Spray
  Casting DC: 15, Range: 15 foot cone in a direction from self. Duration: Instant, Target: All creatures within the cone. Effect: Any creature within the area of the cone must attempt an Reflex Save. Should they succeed, they only take half damage. Should they critically Succeed they take no damage. Should they fail, they take 2d4 of the appropriate elemental damage (Necrotic or Poison, it'll be random), if they critically fail they take double damage.  
Consuming Cloud
  Casting DC: 21 Range: 300 feet AOE: 20 foot radius centered on a point in range. Targets: All creatures within the cloud. Duration: Maintained (Concentration) spell-form, lasts up to 1 minute. Effects: Weaving the chaotic magicks of famine, utilizing the Void energy to corrupt, consume and putrefy you create a cloud of mist under your command that feasts and consumes, seeming to attack all matter biological and organic or not. Anything within the cloud at the start of its turn must attempt a Fortitude save against your Spell DC. If they critically fail, they become afflicted with Drained (1) as well as Exhaustion (1) conditions and take max damage. If they simply fail, they merely suffer Exhaustion (1) condition and take 2d8 poison and 2d8 necrotic damage. If they succeed they take half damage and suffer the Exhaustion (1) condition. If they critically succeed they take no damage but do suffer Exhaustion (1) condition.  
Feasting Thorn
  Casting DC: 19 Range: 60 feet, Duration: 1 minutes, Target: 1 creature in range. Effects: This spell-form doubles as a ranged attack, and if it hits the target takes 1d6 piercing damage and 1d6 necrotic damage. However the thorn requires a Medical check to overcome DC 23 to remove. The Serpent Shaman, at the cost of gaining a roll of Instability, so long as the thorn is in the target, can to command the thorn and deal 1d6 necrotic damage to that target, so long as they are within 60 feet, and the Shaman also recovers that many wounds.

Loot/Gear

  Feasting Scythe: +1 Accursed Scythe, reach 5 feet, deals 2d6 necrotic damage and heals the wielder for the same amount.   Ravenous Vestments: Cursed Object, Feeds on wearer every day, permanently Injured (1) so long as this is equipped. Grants the wearer +2 to all Saving Throws against Magick effects and spells.   Moon's Eye Amulet: Grants the wearer Darkvision (30 feet)   1x Minor Healing Elixir: heals 2d4+2   Gluttony Tome: Gifted of Gulagor, contains the foul and Feral magicks written in Feraik that such shamans use. Has a tainted aura.   Shamanistic Ritual Kit (Famine): Totems and tokens utilized by Shamans for good luck. Grants 1/rest reroll of any Spell-Weaving (Gluttony) roll. Contains: Carved bird skull, preserved piece of bull moose heart, a dwarven tibia, two vials of blood, and a small piece of putrid rotting meat wrapped most carefully.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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