Wereserpent Hybrid Form (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Usually chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: low-light vision, scent, Listen +10, and Spot +10
AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Hit Dice: 1d8+1 plus 3d8+6 plus 3 (28 hp); DR: DR, 10/silver
Fort +7, Ref +7, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft. (10 ft. with glaive)
Base Attack +3; Grapple +7
Attack: Claw +7 melee or glaive +7 melee or composite longbow (+1 Str bonus) +7 ranged
Full Attack: 2 claws +7 melee and bite +2 melee or glaive +7 melee and bite +2 melee or composite longbow (+1 Str bonus) +7 ranged
Damage: Claws 1d4+4, bite 1d3+2, glaive 1d10+6/x3, composite longbow (+1 Str bonus) 1d8+1/x3
Special Attacks/Actions:
Abilities: Str 19, Dex 18, Con 14, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, serpent empathy
Feats: Alertness; Combat Reflexes; Improved Initiative; Iron Will; Toughness
Skills: Balance +12, Climb +16, Handle Animal +3, Hide +9, Listen +10, Spot +10, and Swim +16
Advancement: By character class
Climate/Terrain: Warm forests
Organization: Solitary, pair, family (3-4)
Treasure/Possessions: Standard
Source:
Serpent Kingdoms
Wereserpents in human form tend to fight with knives or spells, usually as a last resort when open conflict can't be avoided. In snake form, they fight as constrictors. A wereserpent in hybrid form can cast spells or wield weapons with its humanoid arms and hands, constrict with its coils, and bite. Changing from any of its forms to another is a standard action. Except as noted below, wereserpents function the same as other lycanthropes (see the Lycanthrope entry in the Monster Manual).
Alternate Form (Su): A wereserpent can assume the form of a Medium constrictor snake or a snake-human hybrid.
Constrict (Ex): On a successful grapple check, a wereserpent in snake or hybrid form deals 1d3+6 points of damage.
Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereserpent's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude saving throw or contract lycanthropy.
Improved Grab (Ex): To use this ability, a wereserpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Serpent Empathy (Ex): Communicate with serpents and serpentfolk, and +4 racial bonus on Charisma-based checks against serpents and serpentfolk.
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.