Vasshari

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.

Setting: Core Rules · Sources: MC1 Volume I (w/binder #1); Monstrous Manual

Appearance

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.

Combat

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.

Habitat and Society

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.

Ecology

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.

More: Monsters starting with V · Core Rules monsters · All monsters A-Z
Related: Vasshari Thrall

Statistics

Climate/TerrainTropical jungles
FrequencyVery rare
OrganizationTribe or nation
Activity CycleAny
DietCarnivore
IntelligenceGenius (17-18)
TreasureC
AlignmentChaotic evil
No. Appearing1-4
Armor Class4/0
Movement12, slither 9
Hit Dice6-9
THAC06 HD: 15
7-8 HD: 13
9 HD: 11
No. of Attacks2
Damage/AttackSee below
Special AttacksSpells
Special DefensesNil
Magic Resistance20%
SizeM or L (10' long)
MoraleElite (14)
Abominations: Champion (15)
XP ValueVaries

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
HD-23/levelMT,II/M-,IF,TW=Int15×Mult
RollFeatureEffect
1Snake headBites for 1-10 points damage
2Flexible torso+1 to saves using Dexterity
3No legs, snake tailConstricts for 1-4 points of damage
4Snakes instead of armsEach bites for 1-6 points damage
5Scales instead of skinArmor Class 0
6Legs and a snake tailConstricts 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.