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Nessk Charmer

Medium monstrosity (serpentman), neutral evil

Armor Class 19 (natural armor)
Hit Points 102 (12d8+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Int +7, Wis +6, Cha +8
Skills Arcana +7, Deception +8, Insight +6, Perception +6
Condition Immunities poison
Senses passive Perception 16
Languages Draconic
Challenge 9 (2,900 XP)

SPECIAL TRAITS

ACTIONS

  • Snakestaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one or two targets. Hit: 1d8+3 piercing damage and 3d6 poison damage.
  • Venomous Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage, and if the target is a living creature, it must make a Con save (DC 16) or take 4d6 poison damage and be poisoned for one minute.

ABOUT

The sorcerous charmer usually leads a group of serpentmen and human thralls. It uses magic to summon forth snakes, turn enemies’ weapons against them, and mesmerize its foes.

This snake-headed humanoid wears long robes concealing its form, and carries a long staff carved with snake heads at both ends.

Nesskian Soul Venom

A hooded and cloaked serpentman is usually sufficiently disguised to infiltrate a human city, and many do, especially with the help of Set cultists where they are available. When they cannot move about openly, the serpentmen employ human servants to do their bidding. Some of these are willing supplicants, but others have been magically charmed to serve the snake people.

To create a thrall, a charmer or other powerful Nesskian mage can direct a special ritual that extends the range of control for the charmer’s mesmerizing gaze and makes him dominated. During the ritual, the victim imbibes Nesskian soul venom, which affects his mind and makes him open to suggestion. The victim is mentally bound to a charmer, and after the initial ritual, the victim must simply be persuaded to drink a small amount of soul venom each day to extend the domination for an additional day.

Detecting the dominating effect requires a DC 20 Wisdom/Insight check, and preventing the victim from consuming more soul venom and waiting it out will also cure the affected person. The effect also ends if the victim’s bound master is slain.

Section 15: Copyright Notice
Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert