Remove these ads. Join the Worldbuilders Guild
CR 6

Sslann Initiate of Essyliss

Cleric 5 N M Humanoid, Sslann
Initiative: +1 Senses: Perception +4

Defense

AC: AC 17, touch 11, flat-footed 16 (+5 armor, +1 Natural, +1 Dex) -4 Armor Penalty
HP: 39 5d8+5
Fortitude: +6 Reflex: +2 Will: +7

Offense

Speed: 30ft, Swim 30ft
Melee: Mwk Bone Club +6 Blugeoning ; Claws +1 Slash ; Bite +1 Piercing ;
Space: 5 ft Reach: 5ft
Spell-like Abilities: 4/day Channel energy Healing   4/4/3/2   Orisons- Detect Magic, Purify Food and Drink, Read Magic, Spark; 1st Level- Bane, Burning Disarm, Divine Favor, Summon Monster, Domain Spells- Magic Fang, Obscuring Mists; 2nd Level- Ancestral Communion, Summon Monster, Sentry Skull, Domain Spells- animal trance, fog cloud, 3rd Level- Summon Monster, Searing Light, Domain Spell- magic fang (greater), call lightning,   Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Storm Burst (Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion.

Statistics

Str 12 , Dex 13 , Con 13 , Int 14 , Wis 16 , Cha 13 ,
Base Attack: 5ft CMB: +4 CMD: 15
Feats: Weapon Focus (Club), Weapon of the Chosen, Craft Magic Arms and Armor
Skills: Appraise +6 , Craft (Weaponry) +10 , Diplomacy +5 , Heal +7 , Knowledge (Religion) +6 , Linguistics +6 , Perception +4 , Profession (Artificer) +7 , Sense Motive +7 , Spellcraft +10 , Swim +10 ,
Racial Modifiers: +8 Swim
Languages: Draconic

Ecology

Environment: temperate swamps
Organization: Animal Companion, solitary, pair, band (3–12), or tribe (13–60)
Treasure: Masterwork Bone Club/ holy Symbol, Bone Lamellar Armor

Sslann are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, Sslann are viewed by many other races as backwater savages, but within their isolated communities Sslann are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright. Most Sslann stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most Sslann hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.  


Though generally neutral, Sslannish’s standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste. The Sslann presented here to dwell in a swampy environment. Sslann tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet.


Created by

JMTyranny.

System

Pathfinder 1e

Statblock Type

Monster / NPC

Link/Embed