Brilliant, scheming serpent-folk descended from a cursed human cult, ranging from near-human infiltrators to towering snake-bodied abominations that rule hidden jungle temples.
Born of a fouled human bloodline, every vasshari carries some trace of the serpent. Purebloods pass as human 80% of the time, betrayed only by slit pupils, a forked tongue, or small fangs. Halfbreeds blend human and snake parts: roll 1d6 twice on the feature table (a repeat yields nothing and is not rerolled, and unworkable results are ignored), or invent a mix. Abominations are 10 feet long and either wholly serpentine (50%) or keep just one human trait, a head or arms.
Scales run from drab green and brown to bold red and blue stripes, diamonds, and swirls. Only purebloods wear human clothing and armor. Animals notice a dry, musty scent that humans cannot. All speak their own tongue and can converse with snakes and snakelike beings; human-headed ones also speak common.
Geniuses all, they lay intricate traps, use terrain brilliantly, and favor ambush. A mixed group spends its least valuable first, purebloods, then halfbreeds, then abominations, unless a leader shuffles the order for advantage. Away from the temple they roam in bands of one to four; near it, in far greater numbers. Purebloods have 6 Hit Dice, halfbreeds 7 or 8, abominations 9. Any with hands wields weapons, preferably edged, and they use slow poisons in traps rather than on blades.
Once per day each, a human-headed vasshari can use suggestion, polymorph other, snake charm, darkness 15' radius, cause fear, sticks to snakes, and neutralize poison. Psionic summary: telepathy devotions taste link, inflict pain, phobia amplification, life detection, repugnance, aversion, attraction, post-hypnotic suggestion, invincible foes, and false sensory input; psychometabolism sciences metamorphosis and animal affinity, with devotions flesh armor, chameleon power, and chemical simulation; clairsentience devotions poison sense, danger sense, and feel sound.
Vasshari revere evil and honor every reptile. Life centers on the temple, usually hidden in remote ruins but sometimes dug beneath a human city, and its location is a jealously kept secret. Their architecture favors circles, with ramps and poles in place of stairs. Abominations govern, with a human-headed high priest above all, and rites often end in bloody sacrifice. Purebloods handle all dealings with outsiders while posing as human.
Ages past, a human cult of a reptilian elder god received its master's 'blessing': all their children were born part serpent. Mixing since then has produced purebloods (least favored), halfbreeds, and abominations (truly blessed). Strict carnivores, they eat any warm-blooded prey, birds and humans above all, but avoid overhunting any area, and large groups keep herds of flightless birds or other warm-blooded beasts.
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Related: Vasshari Thrall
| Climate/Terrain | Tropical jungles |
|---|---|
| Frequency | Very rare |
| Organization | Tribe or nation |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | Genius (17-18) |
| Treasure | C |
| Alignment | Chaotic evil |
| No. Appearing | 1-4 |
| Armor Class | 4/0 |
| Movement | 12, slither 9 |
| Hit Dice | 6-9 |
| THAC0 | 6 HD: 15 7-8 HD: 13 9 HD: 11 |
| No. of Attacks | 2 |
| Damage/Attack | See below |
| Special Attacks | Spells |
| Special Defenses | Nil |
| Magic Resistance | 20% |
| Size | M or L (10' long) |
| Morale | Elite (14) Abominations: Champion (15) |
| XP Value | Varies |
| Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
|---|---|---|---|---|
| HD-2 | 3/level | MT,II/M-,IF,TW | =Int | 15×Mult |
| Roll | Feature | Effect |
|---|---|---|
| 1 | Snake head | Bites for 1-10 points damage |
| 2 | Flexible torso | +1 to saves using Dexterity |
| 3 | No legs, snake tail | Constricts for 1-4 points of damage |
| 4 | Snakes instead of arms | Each bites for 1-6 points damage |
| 5 | Scales instead of skin | Armor Class 0 |
| 6 | Legs and a snake tail | Constricts for 1-4 points of damage |
Clairsentience - Sciences: nil; Devotions: danger sense, feel sound, poison sense.
Psychometabolism - Sciences: animal affinity, metamorphosis; Devotions: chameleon power, chemical simulation, flesh armor.
Telepathy - Sciences: nil; Devotions: attraction, aversion, false sensory input, inflict pain, invincible foes, life detection, phobia amplification, post-hypnotic suggestion, repugnance, taste link.