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Into the temple of the Yuan-Ti

A hissssterical adventure to challenge your party

Introduction: While on the search for a dear friend who went missing
on the Serpent Hills, rumor has it that he has been captured by the
Yuan-Ti. Following a trail, your party has been lead to an unknown
settlement guarded by Yuan-Ti. Are you brave enough to venture deep
into its secrets? Are you strong enough to get out alive?

A 4-hour adventure for four-8th level characters

by Stefanos Katopodis

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Contents:
Useful information for the DM: ……………………………………………………………………….page 2
Starting the Adventure……………………………………………………………………………….…page 3
Appendix A: Optional Random Road Encounters Monsters ……………………………………..page 16
Appendix B: Temple Monsters…………………………………………………………….………….page 17
Appendix C: Magic Items………………………………………………………………………….....page 21

Useful information for the DM.


Boxed Text. This is what you, the DM, will Knowing the Yuan-Ti.
read to the group. The Yuan-Ti are devious serpent folk devoid of compassion.
From remote temples in jungles, swamps, and deserts, the
This box will indicate what the characters Yuan-Ti plot to supplant and dominate all other races and
in this area know. to make themselves gods.

The Yuan-Ti were once humans who thrived in the earliest


Battle tactics: This text will indicate the monster’s days of civilization and worshiped serpents as totem
battle plan. As with everything, you don’t have to animals. They lauded the serpent's sinuous flexibility, its
follow it by heart (it is your adventure now!), but calculated poise, and its deadly strike. Their advanced
giving you a battle plan can help you liven some of philosophy taught the virtue of detachment from emotion
your encounters up. and of clear, focused thought.

Through foul sorcery, the Yuan-Ti bred with snakes, utterly


About this adventure sacrificing their humanity to become like the serpent gods
in form, as well as in thought and emotion.

This dungeon served a very specific purpose in my Humanoid emotions are foreign to most Yuan-Ti, which
campaign, therefore it couldn’t be fully translated into understand sentiment only as an exploitable weakness. A
an open dungeon where you can just take it and fit it in Yuan-Ti views the world and the events of its own life with
your own campaign, therefore I had to make some such extreme pragmatism that it is nearly impossible to
changes to let this have a more open ended beginning manipulate, influence, or control by non-magical means.
that you can easily modify to suit it to your liking. In this
document I will assume an incident where a NPC(for the
Merrshaulk is the long slumbering chief deity of the Yuan-
rest of the adventure, I will refer to said NPC as Roondar
Ti. As worship of Merrshaulk waned, he went into slumber.
Turen, a curious male gnome explorer) that is close to
Merrshaulk's priests are Yuan-Ti abominations that
the adventurers has been kidnapped while at a place
maintain traditions of living sacrifice and cause suffering in
where Yuan-Ti activity is big, like the Serpent Hills or
the Mere of Dead Men. Have Roondar inform the the god's name. With enough vile acts, the abominations
characters that he will be at the Serpent Hills before he believe that Merrshaulk will reawaken and restore the
mysteriously disappears, or have another NPC know his Yuan-Ti to their rightful place.
whereabouts before he disappeared. If your players are
not big into roleplaying or they miss out on the vital info There are many types of Yuan-Ti, all of them serving
on where to begin, a search in his house would reveal a specific purposes. The Yuan-Ti Abominations form the
table filled with maps of the area and papers with notes highest caste of Yuan-Ti society, and they most closely
about retrieving a lost artifact. Just keep it simple so resemble the race as the serpent gods intended it. They
that the party can easily be on their way. are monstrous serpents with burly humanoid torsos and
arms. Yuan-Ti Malisons form the middle caste of Yuan-Ti
You can of course replace Roodnar with a NPC of your society, and are usually trained to become guards. There
liking that is already existent in your ongoing campaign. are 3 types of Yuan-Ti known to man, the only one that
you will encounter in this adventure is Type 1, which have
a human body with a snake head. Yuan-Ti Purebloods

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form the lowest caste of Yuan-Ti society. They closely
resemble humans, yet a pureblood can't pass for human Lizardfolk ambush: Lizardfolk are also present in these
under close scrutiny because there's always some hint of territories, in much smaller numbers and usually work for
its true nature. Yuan-Ti masters. Have a group of 8 Lizardfolk set an
ambush for travelers that go through the path. Divide the
In this adventure you will also get to encounter Yuan-Ti lizardfolk by 2 numbers of 4, one of the two will be the
Mage slayers, a special kind of Yuan-Ti specifically bred to front line, and the other will be the ambush.
take down spellcasters. Mage Slayers have a human head
and upper body with a serpentine lower body instead of Battle tactics: Have 4 of them block the path and ask for a
legs. Lastly, you will encounter Yuan-Ti Broodguards, who steep toll (compared the party’s current gold ) to go
are humans who have undergone the ritual of through. If they refuse, the 4 lizardfolk will attack and
transformation but have been found unworthy, start retreating. This will lead them 60 ft back to the
degenerating into hairless, near-mindless reptilian ambush where the hidden 4 lizardfolk will use ranged
monsters. attacks(Javelins) from the sides of the path from the
Every monster that is written in bold has a stat block and a trees, 30ft away from the path. When the ambushers
picture in Appendix A or B, at the end of the document. start firing, the retreating lizardfolk stop retreating and
go into melee combat. If they accept, have them pay the
appropriate toll and leave them go through. When they
reach the ambush site, have them attacked by the hidden
The temple of Merrshaulk. ambushers, and the first group will jump right into
combat.
The temple is deep within the lifeless land of the Serpent
Hills where no one has ever set foot and came back alive What they know: A lizardfolk is loyal but not
to tell of its existence. Yuan-Ti capture everyone they hard to intimidate. A successful DC 12 Charisma
catch and either try to transform him into one of them or (intimidation) check or a DC 12 Charisma
offer him as tribute to their slumbering god. (Persuation) check will open up the lizard’s
mouth. A player who shows the captured
Because the Yuan-Ti think that their temple is well lizardfolk he does not want to hurt it but only
guarded, and also because no sane humanoid would ever gather information from him automatically
decide to walk into it knowing the terrifying rumor that succeeds this check. He will share these pieces
follows their tribe, they are not particularly careful with of information:
covering their trail. It should be relatively easy for a party
who searches for trails to find the way to the temple. -The lizardfolk are oppressed under the more
powerful Yuan-Ti.

Starting the Adventure.


-They use them for gathering food and
capturing humanoids for future sacrifices.

-The lizardfolk are not happy about the current


situation but they cannot oppose an
Again, don’t make it too complicated of a task for the
overwhelming force of snake men.
party to pick up the whereabouts of Roondar. From there,
it should be easy to pick up on the trail to the temple,
-If the players describe and ask about Roodnar,
which is the point of this adventure. Alternatively if you
they remember capturing a male gnome fitting
don’t want them to just find the trail, have the party reach
the description a few days ago, and they
the designated destination and run the Lizardfolk ambush
delivered him to the temple North from there.
encounter below. Depending how long of a journey you
decide your characters will do, consider running some
-They know the way to the temple, but they
random encounters to spice up the road trip. Feel free to
refuse to lead them there, in case they get
come up with your own encounters, otherwise here are
caught.
some encounters you can use:

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Doppelgangers: As the adventuring day comes to an head guarding the entrance. They do not seem to
end, the party comes across a party of 3 elderly elves (2 have noticed you.
female, 1 male) starting up a fire. They introduce
themselves as Theren, Adriel and Merielle Sianodel. If The guards are Yuan-Ti Malisons (Type 1). One has
asked, they tell the adventurers that they are siblings specific orders to run back to room 2 in case of the
and that they are on a journey to find their lost brother, attack and alert the Yuan-Ti that are present of the
Varis. attack. They have not noticed the heroes from this far
In reality, they are a party of doppelgangers. Their but you are going to need a DC 15 Dexterity (Stealth)
story is true in the sense that the real Sianodel family check to approach and attack without being noticed. If
was searching for their brother, but they killed the real the party succeeds on the check, the guards are
family days ago when encountering them on a similar surprised. If they fail the check they are spotted, which
situation. The doppelgangers are friendly and will invite means that the 4th guard runs in the temple immediately
the party to share the fire for the night, because if to area 1, then 2, while the other 3 attack.
anything, there is power in larger numbers in such
dangerous places at night. When roleplaying with the Battle Tactics: Surprise or not, the 4th guard has
doppelgangers, act interested and ask questions to the orders to go back and alert the others. He will risk
players. The doppelgangers are able to read their multiple opportunity attacks to do so. The three
thoughts so they want to gather as much information as guards that stay behind fight to the death. They will
possible before they attempt to kill them. This will be use their longbows until the heroes reach as close as
useful to them for future cons. Their motivation is the 30ft, and then cast suggestion. A player failing the
party’s treasure. Once the night falls and people go to Suggestion Saving Throw will be suggested to drop
sleep, roll stealth and attack the person standing guard, his weapons and use its action to dash on the
potentially gaining a surprise round. opposite direction. The 3 Malisons stand their
ground at all times and move to melee after they
Gnoll attack: A pack of 4 wolves attack the party. 1 cast the Suggestion.
round later, 8 gnolls and 1 gnoll pack lord riding a
wolf openly attack the party. There is no battle plan
here, gnolls attack in chaotic rampage. Have the gnoll
pack lord sitting in the back and use longbow attacks
and incite rampage as long as possible before jumping
into melee.

Reaching the Temple.

At a time you deem appropriate, the adventurers will see


the temple settlement. It cannot be seen from afar as it is
cleverly hidden by rock formations surrounding the area.
The outside of the temple is carved on the stone, while the
inside is dug into it.

You reach a point where u can see a formation on the


rocks about 150ft ahead of you. This formation could
not have been formed naturally. You see what seems
to be a temple of some sort carved onto the stone, a
flight of carved stone stairs leading up to closed
double stone doors. Left and right of the door there
are 2 serpent-like statues. In front of the stairs, you
can see 4 creatures with a human body but a snake

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What they know: The Yuan-Ti are very loyal to
their tribe and nothing sort of a DC 17 Charisma The door to Area 1 should be open from the 4th guard
(Intimidation) check will make a captured Yuan-Ti who ran back.
Guard to speak. If they let them speak before they
intimidate him, they tell the heroes that they should
leave this place at once, for their own sake. Area 1 (Entrance) (50x20x20ft)

If intimidated: You see a spacious room inside the stone. This


could have been a cave in the past, but it has
-They inform the players about the orders of the since been enlarged to a roomy entrance hall. 3
retreating Yuan-Ti. stone doors stand on the North, East and West
walls of the room. There are lit lanterns left and
-They don’t know anything about anyone named right of each of the 3 doors, providing bright
Roodnar, but slaves and sacrifices come and go in light to the area.
this place.
A DC 12 Intelligence (Investigation) check will reveal
- Prisoners are kept deep inside the Temple’s prison that the frame of the West door leading to road 6 has
where they are tortured and experimented on scratching marks at about chest height. They were made
before they get sacrificed. by prisoners who went through this door by force to be
led to the Temple’s jail and torture chamber (Area 8 and
-If asked to lead the way to the prison, the guard 9) If a player tries to hear sounds behind a door, let him
will try to fool and lure them to area 2, knowing roll a DC 20 (make it DC 10 if the guard from before
that there will be friends there, and try to make a didn’t manage to retreat here) Wisdom (Perception)
run for it in the midst of battle. check. Success in the DC 20 check means that they hear
whispers behind the East door (leading to area 2). If the
-If asked about the leader of this Yuan-Ti tribe they player understands Abyssal, he understands they are
will reveal that Salethar, a Yuan-Ti abomination is contemplating on an ambush when the door opens.
the leader. This is common knowledge for every Success in the DC10 check means the hero hears
Yuan-Ti in this adventure. conversations. If he understands Abyssal, he makes out
arguments on comparing antelope to goat meat. Give
him advantage on the check if he specifically attempts to
A closer inspection of the statues in the entrance will listen for anything behind the East door. All 3 doors are
reveal that they depict large snakes with wings and bare unlocked.
fangs. A DC 15 Intelligence (Religion) check will reveal
that the statues are the symbol of Merrshaulk.

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(1 square = 5x5 ft)

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Area 2b (Corridor) (100x10x20 ft)

There are no Lanterns here so assume darkness unless


the characters have a light source or darkvision.
Area 2 (Dining Room) (20x40x20 ft)
-Poison Darts Trap. There is a pressure plate 50ft deep
You see long wooden tables from dark pine wood corridor which activates the trap when stepped on.
scattered across the floor surrounded by wooden chairs. There are tiny holes in the walls from which darts
On the table you can see plates filled with raw meat that embedded with deadly poison are fired. They hit the
looks like goat and antelope. There are lanterns in the person who stepped on the pressure plate and everyone
walls shedding light to the room. In it, there are 3 Yuan- within 5 ft. Have everyone in that area roll a DC 13
Ti Malisons (4 if the guard from outside the temple Dexterity Saving Throw. The person who activated the
successfully retreated) that attack on sight. trap has disadvantage on the Saving Throw. Failure
means a character is hit by all the darts, taking 1d4
If the guard didn’t manage to reach this room, the piercing + 2d10 poison damage. Success means the
adventurers have a chance to surprise the creatures character managed to step back barely and avoid some
with a successful DC 5 Dexterity (Stealth) check, since of the darts to only take half damage.
they are not alert. If the guard made it here, they do not A player with a successful DC 15 Wisdom (Perception)
have a chance for surprise. check notices the pressure plate on the floor and the
tiny holes on the walls. If a player specifically says he
Battle Tactics: If the Yuan-Ti have been alerted, they searches the walls for traps, no such check is needed
will attempt to hit and retreat until the end of area because he would spot the holes.
4, where they will jump into melee. Their goal is to
lure them into the traps in areas 2b and 4 to weaken Area 3 (Armory) (20x40x20)
them and gain advantage. If they have not been
alerted, they fight with no plan and jump straight There are shelves on the walls that hold an immense
into melee. At all times, the Yuan-Ti fight with intent amount of weapons, mostly scimitars and longbows.
not to kill but to capture because they can use the The shelves on the South wall hold quivers with
souls for slaves/sacrifices. arrows exclusively. You can see some spears standing
on the wall, next to a small wooden chest. A few
What they know: As with the guards, they will shortbows are crammed in a corner. Lanterns on the
need a successful DC 17 Charisma (Intimidation) walls provide light for the armory that has no doors
check to make them talk. If the characters and leads to another corridor.
avoided both traps or they had a surprise round,
give them advantage on the check. They cannot Here is where the Yuan-Ti keep their weapons. The
be persuaded. shortbows are used exclusively by Yuan-Ti
Purebloods, which are the lowest form of Yuan-Ti and
-If asked about the prison, they will truthfully tell looked down on. The chest is unlocked and contains 2
them the correct way is through the West door in potions of healing, but the chest itself is of major
the entrance significance because it is the key to the puzzle in area
13. There is a door at the end of the corridor leading to
-If asked about prison guards they will tell them area 4 and it is unlocked.
there is a guard post of 3 yuan-ti, which is true.
Area 4 (Trapped Chamber) (20x40x20 ft)
-if asked about what lies ahead in the end of this
corridor he will truthfully reply about the flying The room seems to be empty. There is no source of
snake statue and the chain inside at area 5 but light here but the hooded lanterns on the North
will not reveal the trap unless specifically asked corridor up ahead provide dim light to the end of
about traps in the chamber. the room. There is a lever at the start of the North
corridor, next to the hooded lanterns.
-Their group is in charge of guarding the
entrance so he doesn’t know any prisoners.

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The lever activates a mechanism that splits the floor in Have the player roll a DC 17 Constitution Saving Throw
half and drops everyone on the floor into a snake pit for 2d10 poison damage or half. Failure also means that
beneath. Retreating Yuan-Ti from the Dining room wait the character has disadvantage on attack rolls made
in the North corridor, and when the adventurers enter with that arm until he receives healing magic. The
the room they turn the lever. The pit is 30 ft deep, so a needles were covered with a special type of poison, but
falling character should roll a Dexterity Saving Throw to since the Yuan-Ti are immune to poison, they are
try to hang on to the ledge. Failure to do so means he unaffected by it. Forcing a Yuan-Ti to draw this chain is
takes 3d6 bludgeoning damage from the fall and lands the way to bypass this trap. A spellcaster with mage
prone. There is 1 very aggressive swarm of poisonous hand can also bypass this trap.
snakes in the pit that are more than happy to see
prospect for food. There is no ladder to climb up, so the The lock resets if the chain is pulled again.
character must succeed in a DC 13 Strength (Athletics)
check to climb back up. Failure to do so means he falls Area 6 (Bone Naga Guard Room) (20x40x20 ft)
back to the pit, prone. If the party from above throws
the fallen adventurer a rope to climb up or if they pull Area 6 doesn’t have lanterns so the room is dark.
him up, no such check is needed. If there is a player with darkvision or the players have a
light source, read:
The North Corridor leads to a closed unlocked door.
Retreating Yuan-Ti from area 2 go into melee here. You open the door and you encounter a
chamber that looks more like a monster lair
Area 5 (Lock 1) (10x15x15 ft) than a temple room. Inside, there are two
large skeletal figures lurking in front of the
The room has no lighting. There are torches on the walls North Corridor. They turn their head towards
but they are currently unlit. If the party has a light you as if they are expecting something.
source or someone with darkvision, read the following:
The chamber that has been reshaped to resemble the The creatures here are 2 Bone Nagas. Nagas are
inside of a snake’s head. You can see some torches on serpent like creatures that are rivals with the Yuan-Ti.
the walls but they are currently not lit. it seems like a Their biggest aspect is their rejuvenation ability, where
dead end, however at the end of the chamber there is a they return to life after 1d6 days with all of their hp.
statue identical to the flying snake statues outside of Yuan-Ti created a necromantic ritual that could halt a
the temple, his snake mouth wide open. Deep inside the Naga's resurrection by transforming the living Naga into
snake’s mouth there is a chain, but to reach it you a skeletal undead servitor. Depending on what type of
would have to go shoulder deep in the snake mouth. Naga the creature was before it became an undead
Drawing this chain unlocks the snake’s left fang from servant, it knows the appropriate spells. From these 2,
area 13, and it is impossible to go to area 14 without one used to be a Guardian Naga and one used to be a
drawing this chain. Doing so however activates the lock Spirit Naga, therefore they have different spells
trap, specifically put there to deal with non Yuan-Ti prepared. They have been put here as guards to not let
attempting to break in. Drawing this chain activates the anyone who isn’t a Yuan-Ti go through, as well not let
mechanism and you should read the following: prisoners who try to escape leave the temple.

The moment you draw the chain, you start hearing a The Bone Nagas attack with intent to kill if the
grinding stone sound in the distance for a brief adventurers approach the North corridor, but do not
second, but your attention is immediately drawn to otherwise react to them. They do not leave area 6 and
the snake’s mouth, where needles appear from every the North corridor. There is nothing of significance in
direction and pierce through your arm! You feel this room, and the corridor leads to a close unlocked
excruciating pain, and you start to fear that these door which is the entrance to Area 7. The corridor is 10
are not plain needles. After some seconds the needles ft wide and about 50 ft deep.
return to their original places and you can draw
your arm out again. The wounds don’t look that Area 7 (Guard Post) (20x30x20)
deep, but something in your arm doesn’t feel right,
and there is a gooey deep green liquid scattered on There are lanterns on the walls so the area has bright
your wounds. light.

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This chamber serves as a guard post and at all times, realizing the quality of the carving, could pay as high as
there are 3 Yuan-Ti Malisons Type 1 on guard here. 100 gp for it.
If the fight with the Nagas lasted for more than 5 rounds,
they have heard the noise from the battle and cannot be What they know: They know everything the
surprised. Instead, they have ready’d an action to cast Yuan-Ti in the other rooms knew, and require
Suggestion for when the door opens. Failure in the the same DC 17 Charisma (Intimidation) check.
saving throw would suggest the player that one of his Grant them advantage if the heroes surprised
friends is in fact a doppelganger and he should sort them. They also know:
this out immidiately. If the fight with the Nagas lasted 5
rounds or less, the characters have a chance to surprise -The prisoner room is up ahead.
with a successful DC 12 Dexterity (Stealth) check.
-If asked about a male gnome with the
Net Wire trap: There is a wire in front of the entrance. It description of Roodnar, they admit they have
can be spotted with a successful DC 13 Wisdom seen him in the prison for the past few days, but
(Perception) check, if you have a clear line of sight to Salethar came by about an hour ago and
the entrance (so only the front guard of the party can demanded that they beat him up. After that, he
notice it). If a player from the front guard has a Passive took him, tied up and unconscious and that’s the
Perception of 13 or more, he automatically notices it. last time they saw him.
You can easily go over it when you see it. Failure to see
it means you will trip on the wire when you attempt to -Their duties are to guard the prison and torture
enter the room, activating the trap. There is a net on the the prisoners if ordered to do so. They torture
ceiling that will drop on the adventurer who trips on the some more than others, usually the ones they
wire. beat less are considered to be yuan-ti conversion
candidates, or people that hold valuable
Net. A Large or smaller creature hit by a net is information.
restrained until it is freed. A net has no effect on
creatures that are formless, or creatures that are Huge -If asked about what lies ahead, they truthfully
or larger. A creature can use its action to make a DC 10 inform the party that the room after the prison is
Strength check, freeing itself or another creature within the torture chamber. They don’t inform them
its reach on a success. Dealing 5 slashing damage to the about the specters in the room unless
net (AC 10) also frees the creature without harming it, specifically asked about dangers lying in the
ending the effect and destroying the net. torture chamber.

Battle Tactics: The Yuan-Ti that weren’t alarmed by -There are 3 levers in the torture chamber, 2 of
the previous fight use ranged longbow attacks until them start the torture machines, the far left is
someone falls into the net, then they go into melee. the lever that unlocks the right fang of the snake
If they were alarmed and they ready’d the in area 13.
Suggestion, they can use their spells over their
longbow attacks instead. They stand their ground The doors leading to area 8 and 9 are both locked. The
and fight to the death, with intent to capture and not keys on the table in this area are the keys to the doors.
kill.
If someone searches the Yuan-Ti in this area, they will
You see a poorly furnished room with some chairs also find another set of keys, which are the keys to
and a table. On the table there is a dagger and a unlock the cages in area 8.
pair of keys. There are also some pieces of carved
wood, all of them depicting flying snakes, most of The locked door that leads to area 8 can be opened with
them being of very poor quality, but there is one a set of thieves’ tools and a successful DC 15 Dexterity
that stands out from the rest. It has been done with check. If the check fails by 10 or more, the tools break
great detail and the maker has been very precise inside the lock and are therefore unusable. The stone
about it. This could potentially fetch a good price door is hard to power through, it will need a successful
from a collector. DC 22 Strength (Athletics) check. If players attempt to
The one good carving would be priced at about 5-10gp hear through the door, they don’t hear a sound.
from any common merchant, however an art collector,

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Area 8 (Prison) (20x40x20ft) He has been here the longest and remembers that at the
start of his imprisonment he saw the Yuan-Ti drag the
prisoners to the area in the North (area 9), where they
The moment you enter the room you get a sense of
could hear screams combined with some sort of
humidity in the air. Left and right on the walls there are
indescribable otherworldly noise. The prisoners came
torches hung and lit and you can clearly see 2 large cages
out either dead or dragged half dead out of the
that are placed on the east and west side of the walls.
chamber, never returning. He wants to leave once he is
Inside there is a female human, and two elves, wearing
free but can be easily persuaded to come along.
ragged clothes, their infected wounds clearly showing on
Assume high elf commoner stats if he enters a battle,
their tortured body. There is a chair in the corner with
and calculate the weapons they give him accordingly.
what seems to be blood soaked articles of clothing.
He is not experienced in battle however and his attacks
have no tactic behind them unless he is instructed to do
This is where the prisoners are held. None of them are
something specific by the party.
the gnome the adventurers are looking for, however if
you ran the doppelganger encounter before the temple,
Betha Windrivver (Female Human commoner): Betha is
one of the elves is Varis, the lost brother the original
a woman sitting at an impressive 80 years old. She has
Sianodel family was looking for. They are quiet when
accepted her fate and awaits her death. If asked for how
the door opens, but when they see non Yuan-Ti faces
she got here, she tells them that she was traveling with
their eyes widen and they start screaming for help. If
her husband when a group of lizardfolk captured them
the adventurers don’t quickly tell them to quiet down,
and threw them in this prison. Her husband, Ander,
they may alert the rest of the dungeon with their
attempted to break out. He was caught however and
screams. How you handle this situation is up to you.
was dragged out of the room. She hasn’t seen him since
and has assumed he has been killed. If a player attempts
The cage doors are of course locked. If they didn’t pick
to console her, Betha smiles, takes out her wedding ring,
up the keys from the Yuan-Ti in area 7, the locks can be
and gives it to the player. Read:
opened with a successful DC 20 Dexterity check with
thieves’ tools. A check failing by 10 or more breaks the
This ring was once given to me by a great man who
tools, rendering them useless. The cage doors cant be
has given me an amazing life and more love than I
forced open with an Athletics check.
could have ever wished for. I have lived my life to the
fullest with this ring on my finger and have no
Prisoners:
regrets. May this ring bring you as much happiness
as it has brought me.
Varis Sianodel (male wood elf druid): He was captured
about 4 days ago, while looking for herbs in the Serpent
Hills. He has been tortured but kept alive because he The ring is a Ring of Protection. She is in no condition
has a vast knowledge of the ecology of the hills and to fight and has 1 hp. If she is hit with an attack, she
Salethar believes he can take more out of him. He knows instantly dies without rolling death saving throws.
that if he gives them what they want he will die so he
didn’t share his knowledge to prolong his life. If he
listens about the death of his family he is devastated, The chair in the corner holds the prisoners’ possessions
but grateful to the adventurers who took out their that were deemed worthless, not just the ones that are
killers. He is severely beaten and can barely walk. He is present but also the ones that have died since. There are
terrified of the Yuan-Ti and wants to leave this place at no weapons there or nothing of value, there are
once. however some herbs in the druid’s items. If they free
him and safely lead him to the exit, he gives the herbs to
Adran Iphelkiir (male high elf teenager): He was part of a the adventurers and explains how to use them. He has 2
caravan when the Yuan-Ti attacked, killed most of the herbs, a Birthwort and an Arrowhead.
travelers and took the rest of them as prisoners. He is
the last one still in this prison. He is not sure why. The Birthwort: If you eat it raw it is poisonous, but if you
truth is they want him alive to try to convert him to a boil it and eat the roots, you regain 1d12+4 health. If a
Yuan-Ti but he doesn’t know it. While he is mildly character eats the roots raw or eats the stem/leaves or
beaten, he is in a significantly better position than the drinks the boiled water, he is poisoned until he receives
rest, but lacks martial training. He can however wield a healing magic or finishes a long rest.
shortsword or longsword, and has used a bow before.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 10
Arrowhead: The leaves are poisonous, but eating the
stem ends any condition or disease. If a character eats There are 3 levers on the North wall. Pulling the far left
the leaves, he is poisoned until he reveives healing down unlocks the right fang of the snake in area 13. If
magic or finishes a long rest. If they boil the stem, it they pull it down, the characters will hear a noise of
loses its medicinal power. grinding stone from their west. The other 2 levers start
the X torture machine and the furnace. Both were used
If they just take the herbs without asking, Varis does not to torture humans to death, to the point where their
warn them about the side effects of the herbs. souls transformed into becoming specters. The
specters haunt this room and attack as soon as
The door leading to area 9 is locked, the key was on the someone touches one of the levers that starts a torture
table in area 7. Otherwise it can be opened with a DC 15 machine. At all times, there are 6 specters in this
Dexterity check with a set of thieves’ tools and a DC 22 chamber. The specters don’t leave this room.
Strength (Athletics) check. The lock resets if the lever is pulled back up.

Captured! Area 10 (elemental guard room) (20x40x20ft)

If the heros get wiped by a Yuan-Ti encounter that The room you enter has no furnishings but just
didn’t have intent to kill, instead of killing them lead some sort of thick cylindrical granite
them to this area instead. There they will have their formation emerging from the stone floor. At
chance to escape and try to go on. How they manage to the peak of the formation you can see a yellow
do that and what will the consequences be for such a diamond bound in the stone, shedding dim
derailment is up to your discretion. light to the empty chamber. There is no other
source of light in the room. There is a corridor
in the north wall turning to the northeast.

Area 9 (Torture Chamber) (20x40x20ft) The yellow diamond is an earth elemental gem and
the granite formation is magically enhanced to summon
The place has no light source. If there is a player with an earth elemental in the room if a non Yuan-Ti enters
darkvision or the characters have a light source, read: this area. As soon as a character enters the room, they
yellow diamond sheds bright light, and an Earth
A shudder goes down your spine as you look around Elemental is summoned, attacking the adventurers.
this room. This is a nothing less than a very sadistic The Earth elemental is bound to this room. Since the
torture chamber. Scattered in the room you can see elemental gem is not broken, it can reconjure the
a furnace with a number of metal sticks placed over elemental as soon as it drops to 0 HP. The only way to
it shaped similar to the tools used to brand an stop this loop is by taking an action to break the gem
animal. Next to it you can see shackles chained to which would mean that the elemental would stop being
the wall and whips and spiked greatclubs on the resurrected once it falls, but they still have to deal with
stone floor. On the other side of the chamber you him. Alternatively, a character can attempt to break the
can see a sharply angled wooden device of granite base by attacking it (AC 20, HP 15, immune to
triangular shape, pointing upward, mounted on a poison damage). Success in doing so would mean the
horse-leg like support poles, and various weights on elemental would stop from being resurrected, but they
its base. Next to it there is a huge wooden X about still have to deal with him. Lastly, the character can
10 ft above the floor, with a wooden base holding it attempt to remove the gem from the formation by using
in the air and 4 thick ropes with shackles going its action when he is within 5ft of the gem to attempt a
outward from each of the X’s peaks. Everything in DC 15 Intelligence (Arcana) check. Removing the gem
the room is showered with dried blood. In the West this way would make the Earth Elemental disappear
end of the chamber, there are 3 identical levers. and return to the Inner Planes. Attempting to remove
the gem by force would not work as it would seem stuck
This torture chamber was used to beat prisoners out of in the granite.
answers Salethar would want. The beatings were long
and cruel and most people didn’t survive to see the end The corridor is 10ft wide and leads to an unlocked door
of the torture. Those who did were led to the altar in to the Temple’s Library.
Area 14 to be ritually sacrificed.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 11
Area 11 (Library) (20x40x20ft) What they know: They know everything the yuan-ti
knew until now, and they require a DC 17 charisma
Bright light from the lanterns of the room shine upon (Intimidation) check to talk like the others. They also
you as you have entered the Temple’s Library. know:
Bookcases and shelves cramped full with books
dominate this room, currently inhabited by 2 Yuan-Ti -They are in charge of the library. The library is very
with a snake body but human arms and a deformed important to Salethar, who is a worshiper of magic lore.
human head. They attack intruders immediately.
-The egg hatchery is ahead. It is guarded by
broodguards who are considered stupid and looked
The Yuan-Ti in this room are Yuan-Ti Mage Slayers. down on. Yuan-Ti can hatch from eggs but most eggs
They are Yuan-Ti Malisons (Type 3) specifically trained are eated by Salethar, a privilege granted only to higher
to take down spellcasters, so they have the mage slayer ups in a Yuan-Ti tribe.
feat from the Player’s Handbook, and proficiency in the
Arcana skill, as well as the ability to cast Counterspell -Broodguards are the result of failed human
once per day. transformation to a Yuan-Ti.

The Yuan Ti in this area can be surprised with a DC 15 -Salethar took a male gnome to the Altar not too long
Dexterity (Stealth) check. Grant the players advantage if ago, presumably for a sacrifice.
the encounter in room 10 didn’t last for more than 2
rounds. Grant them disadvantage on the check if the
encounter lasted more than 5 rounds. Additionally, if it The door to corridor 11b, which is 10ft wide, 50ft long,
lasted more than 5 rounds and they failed the stealth is unlocked. 10ft before the door to room 12 there is an
check, have the Yuan-Ti Mage Slayers ready a longbow acid pit hole trap in a 10x10ft square. A character
action as soon as the door opens. succeeding in a DC 14 Wisdom (Perception) check will
notice that the floor in that 10x10ft square is not solid
Battle tactics: Their job is to take down spellcasters rock like the rest of the granite floor. Assuming the
and that is what they do. They jump right into melee heroes noticed it, the majority of the characters can
with the spellcasters, risking opportunity attacks if make a running jump of 10ft so there is no need for a
necessary. They attempt to constrict the spellcaster check to bypass it.
and use their Counterspell as soon as possible. Alternatively, they can use the bookshelves from the
Unlike the rest of the Yuan-Ti, the mage slayers Library as a bridge to go to the other side, or make use
attack with intent to kill. The adventurers are close of rope to make a makeshift bridge by nailing the rope
to the Altar and they cannot allow anyone to get on the floor from both sides.
there.
Failure to recognize the trap means that the will fall into
The room has nothing of major significance. The books it when they first step onto it. Allow the front guard to
in the library are mostly about the serpent gods and roll a DC 16 Dexterity Saving Throw to hang on to the
their worship. If heroes take their time to search edge. Failure to do so means falling into the pit, which is
through the book, they will find a book named ‘The 20ft deep and an acid pool. A falling character takes 2d6
Yuan-Ti Transformation’, which describes the method bludgeoning damage from the fall plus 2d10 acid
and the ritual in which they bless the venom (that is damage from the pool. He will also take 1d10 acid
considered to come from the gods themselves), and damage every turn he stays inside the pool. He can
inject it to the humanoid, as well as the process that climb up with a DC 12 Strength (Athletics) check, or
follows after the ritual. The vital info they learn from automatically let him pass the check if the party helps
this book is that it takes a week to transform into a him by throwing him a rope.
yuan-ti, and if the affected humanoid receives humanoid
healing magic during that week, the process is stopped. Falling in the trap means the Broodguards in room 12
The transformation is different from humanoid to cannot be surprised.
humanoid, which is why there are different types of
Yuan-Ti.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 12
Room 12 (Egg Hatchery) (20x40x20ft)
This chamber has been reshaped to resemble the
The chamber is overflowing with eggs, each egg being inside of a snake’s head. The room looks like a very
at about 10 times the size of a chicken egg, but with a luxurious bedchamber, the floor is covered with a
slight green color. Inside there are 3 hairless Yuan-Ti carpet of exquisite quality, there is a big bed, a
as well as a Yuan-Ti that looks exactly like a human, wardrobe, a dresser and a big mirror.
but with very few scales on its arms and reptilian eyes. If the players have been to the other snake head rooms,
The hairless Yuan-Ti are gathered over a mutilated also read:
corpse, their mouths dripping with blood as they look
at you with their reptilian eyes and attack soon after. Unlike the other snake head rooms, this one has stone
fangs in the North side that seem to start from the
The hairless Yuan-Ti are Yuan-Ti Broodguards, and ceiling and lock deep into the floor.
the humanlike Yuan-Ti is a Yuan-Ti Pureblood. Their
task is to guard the eggs, and they will attack any non
Yuan-Ti that enters the chamber. They have no battle The wardrobe has a lot of robes inside, and someone
plan and their attacks are chaotic. If he is the last Yuan- with a successful DC 10 Intelligence (Religion) check
Ti alive in this battle, the Pureblood drops its weapons can deduct that the vast majority of them are
and surrenders. It is willing to share any information ceremonial robes.
the characters ask to the best of its ability. He was a
human that adored the reptilian nature and strived to The dresser is seemingly empty, but a successful DC 15
become one. But the transformation didn’t go as Intelligence (Investigation) check will find a secret
planned, and he is stuck in the lowest of castes for the drawer containing a set of traveler’s clothes with a
Yuan-Ti, constantly looked down on. For the hood, a scimitar, a potion of healing and a pouch with
adventurers to reach the hatchery, he assumes them to 120 sp and 40 gp. This is an emergency kit Salethar has
be very powerful that will wipe the tribe, so he would kept for himself in case something went wrong and he
much rather beg for his life than die, having changed his has to flee the temple.
mind about joining the Yuan-Ti and seeing the malice in
their ways. He can offer info on how a human can be If the players look inside the mirror also read:
transformed into a Yuan-Ti (see book in area 11). He
informs the party that Salethar is up ahead with some You look at your reflection in the mirror, and also see
mage slayers and a gnome, and he knows they are the reflection of the room. Quickly, your attention is
performing a ritual of some sort and not a sacrifice, drawn at a small wooden chest that is reflected
because he heard loud haunting screams for a long inside the room, right next to the bed. This does not
period of time, and those who die by being sacrificed seem to exist in the actual room.
don’t live to scream for that long. He also explains the
mechanisms in rooms 5 and 9 are to unlock the locks for The small wooden chest is the same chest they saw in
room 13, but does not know how the snake mouth is the Armory (Area 3). If the players ask if the chest looks
opened. If spared, he asks to let him run away, because like the chest in Area 3, confirm that it looks identical.
in case the party doesn’t succeed in killing Salethar, he Placing the chest in the same position that it is reflected
knows the fate that awaits him and it is worse than opens the snake’s mouth, and leads to area 14.
death. If the party looks badly wounded, and they don’t However, for the snake mouth to open the players need
let him escape, he asks to be killed instead. He explains to have opened the 2 locks keeping the dragon fangs in
that he believes that Salethar would kill them and then their place (in areas 5 and 9). If they haven’t, read this:
get to him, so he prefers to die painlessly than be left
tied and helpless for Salethar’s sadistic tastes. You hear a grinding noise at a very close distance,
There is an unlocked stone door on the North wall that and you feel a tremor on the ground as the chamber
leads to area 13 and the snake’s mouth. is shaking. You see the upper part of the room trying
to elevate, but it is seemingly stopped by the snake
Area 13 (Salethar’s bedchamber) (20x30x15) head’s fangs.

If the players have unlocked both fangs, read:

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 13
You hear a grinding noise at a very close distance, for the results. It takes a week for a humanoid to shed
and you feel a tremor on the ground as the chamber his skin and transform into a Yuan-Ti.
is shaking. You see the upper part of the room
elevate and reveal a corridor with lit lanterns on its If the heroes don’t leave the temple, he tries to bribe
walls leading the way, at the end of which there is a them by giving them 200 gp and 1 unfertilized yuan-ti
large stone double door. On each door there is a egg of their choice for each hero for them to eat. If they
large carving of an oversized flying snake, mirrored still refuse, he casts suggestion to the person who has
to each other. The snakes are sitting in an talked the most in this exchange. If he is successful, the
aggressive position, as if ready to attack. Their eyes suggestion is that they take his offer and go as far as
sparkle in the light for they are rubies. possible from here. If that fails as well, they jump into
battle.
The rubies are worth 100 gp each (400 gp total). The
door itself is about 400 pounds each, but if managed to Battle Tactics: The mage slayer will go straight into
be taken out undamaged they can fetch 300 gp from an melee with the spellcaster of the group. If there are
art collector. more than one, he will go into melee with the one
looking more powerful. He will use his Counterspell
Room 14, Temple’s Altar (30x80x30ft) on the 1st spell he will see targeting the
Abomination. The purebloods go into melee with
There are sculpted stone stairs leading to an altar. the heroes, attempting to block the way to their
In front of the altar, on his knees with his eyes leader. Salethar casts fear, and uses its longbow
closed, arms raised in the air and his lips moving as attacks until someone manages to get into melee
if he is chanting, a Yuan-Ti Abomination with range. Then it uses constrict and scimitar attacks
ceremonial robes stands there, in complete peace until it wears down a hero, in which case it will try
with itself. In the room there are also 2 Yuan-Ti to finish him off with a bite attack. Everyone fights
Purebloods and a Yuan-Ti Mage Slayer, who with intent to kill.
have their weapons drawn. The Abomination
calmly asks “You understand of course that this Salethar has a set of keys on him, unlocking the doors
preposterous intrusion is highly insulting to my that lead to area 15 and 16. These doors east and west
god, my religion, and my tribe, but as a sign of good of the Altar, both currently locked. A successful DC 15
faith, I’ll let it slide for now. Who are you strangers, Dexterity check with thieves’ tools can unlock the doors.
and to what do I owe this unexpected visit?”
Salethar will not oblige in any discussions with the
The Yuan-Ti Abomination is Salethar, leader of this heroes, and he cannot be intimidated or persuaded. He
temple. He understands that the heroes are extremely instead tries to deceive the characters by telling them
powerful to reach the altar so if he will initially try to that if they let him leave he can lead them to a long lost
resolve this without fighting, because that may causes settlement in the Serpent Hills where they can attempt
serious injuries to himself and also damage the altar. to get a powerful artifact. This is just a lie for him to buy
time and recover some health to be able to cast
If asked about Roodnar, he replies that Roodnar is fine Suggestion again to escape.
in his health but has been snuck away from here in
another settlement to be tortured for info and then The purebloods and the mage slayer, seeing Salethar
sacrificed to Merrshaulk, and if the characters leave the dead, are intimidated and talk freely, while at all times
temple at once, he will order his release after the begging for their lives. They truthfully reply the
torture instead of the sacrifice. questions the heroes ask to the best of their abilities
(Assume they have every piece of information you have
If asked why did the Yuan-Ti not torture him in this about this temple). If the heroes ask a question that they
temple, he will reply that the torture chamber is unused cannot answer, they answer what they expect the
lately due to the Specter activity. heroes would want to hear. They do this because they
are trying to at least flee with their lives. If Salethar is
Everything is of course is a lie, Roodnar is in the alive but captured, they cannot be intimidated because
transformation chamber. Salethar realized the potential no matter what, they are afraid of Salethar more.
in Roodnar and forced him to drink the special venom
used to transform men into Yuan-Ti, and he is waiting Area 15 (Transformation Chamber) (10x10x10ft)

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 14
This looks like an isolation prison more than a room.
It is completely empty, but lying half dead on a
corner, you see Roodnar. He doesn’t look too badly
beaten but he seems worn out and pale.

Roodnar has been injected with Yuan-Ti transformation


venom, and is in the process of becoming a Yuan-Ti. He
will shed his skin and become a Yuan-Ti in a week
unless he receives healing magic. They can learn this
information from the book in the library, from the
purebloods in area 14, and feel free to hint them
throughout the week where Roodnar feels worse and
worse, constantly vomiting and showing high fever
while at all times pale. Roodnar knows they did a ritual
with him in the altar, and forced him to drink a
disgusting liquid, then blacked out soon afterwards. He
is in no condition to make a long conversation and will
not be until he gets healed or transforms into a Yuan-Ti.
He does make sure to thank the heroes for coming to
save him and asks if they can get him back home safe.
Soon after he talks with the characters, he collapses out
of exhaustion.

Area 16 (Treasure) (40x20x20ft)

There are 2 lit lanterns shaped like a snake coming


from the floor, the light coming from inside of the
snake’s mouth. There is a chest between the 2 snakes.

The chest contains the tribe’s treasure, which consists


of 80 pp, 200 gp, 400 sp. There is also a Dagger of
Venom used for the ceremonial sacrifices in the Altar
and a scroll of fear.

Concluding the Adventure:

With Roodnar healed and returned to his home, this


adventure ends. Please keep in mind that if he is not
healed, he will transform into a snake-man, and it can
lead to a different adventure of your liking where the
NPC can become the villain. It should be fairly obvious
that they need to do something to cure him however so
I don’t expect many groups to let the NPC transform.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 15
Challenge 1/2 (100 XP)

Appendix A: Optional Random Road Traits:

Encounter Monster list Rampage. When the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll can take a bonus action to move up
to half its speed and make a bite attack.

Doppelganger (pg83 MM) Actions:


Medium monstrosity (shapechanger) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one creature.
Armor Class 14 Hit: 4 (1d4 + 2) piercing damage.
Hit Points 52 (8d8 + 16)
Speed 30ft. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
Skills Deception +6, Insight +3 20J60 ft ., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1 d8 +
Condition Immunities charmed 2) piercing damage if used with two hands to make a melee attack.

STR 11 (+0) DEX 18 (+4) CON 14 (+2) Longbow. Ranged Weapon Attack: +3 to hit, range 150J600 ft., one
INT 11 (+0) WIS 12 (+1) CHA 14 (+2) target. Hit: 5 (1d8 + 1) piercing damage.

Senses darkvision 60ft., passive Perception 11


Languages Common Gnoll Pack Lord (pg163 MM)
Challenge 3 (700 XP) Medium humanoid
Armor Class 15 (chain shirt)
Traits: Hit Points 49 (9d8 + 9)
Speed 30ft.
Shapechanger. The doppelganger can use its action to polymorph
into a Small or Medium humanoid it has seen, or back into its true STR 16 (+3) DEX 14 (+2) CON 13 (+1)
form. Its statistics, other than its size, are the same in each form. Any INT 8 (- 1) WIS 11 (+0) CHA 9 (-1)
equipment it is wearing or carrying isn't transformed. It reverts to its
true form if it dies. Senses darkvision 60ft., passive Perception 10
Languages Gnoll
Ambusher. The doppelganger has advantage on attack rolls against Challenge 2 (450 XP)
any creature it has surprised. Surprise Attack. If the doppelganger
surprises a creature and hits it with an attack during the first round of Traits:
combat, the target takes an extra 10 (3d6) damage from the attack.
Rampage. When the gnoll reduces a creatu re to 0 hit points with a
Actions: melee attack on its turn , the gnoll can take a bonus action to move up
to half its speed and make a bite attack.
Multiattack. The doppelganger makes two melee attacks.
Actions:
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage. Multiattack. The gnoll makes two attacks, either with its glaive or its
lon gbow, and uses its Incite Rampage if it can.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it. The effect can penetrate Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, Hit: 5 (1d4 + 3) piercing damage.
or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target.
doppelganger's concentration isn't broken (as if concentrating on a Hit: 8 (1d10 + 3) slashing damage.
spell). While reading the target's mind, the doppelganger has
advantage on Wisdom (Insight) and Charisma (Deception, Longbow. Ranged Weapon Attack: +4 to hit, range 1 50J600 ft .,
Intimidation, and Persuasion) checks against the target. one target. Hit: 6 (1d8 + 2) piercing damage.

Incite Rampage (Recharge 5- 6). One creature the gnoll can see
Gnoll (pg163 MM) within 30 feet of it ca n use its reaction to make a melee attack if it
Medium fiend can hear the gnoll and has the Rampage trait.
Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
Speed 30ft. Lizardfolk (pg204 MM)
STR 14 (+2) DEX 12 (+1) CON 11 (+0) Medium humanoid
INT 6 (- 2) WIS 10 (+0) CHA 7 (-2) Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Senses darkvision 60ft., passive Perception 10 Speed 30ft., swim 30 ft.
Languages Gnoll

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 16
STR 15 (+2) DEX 10 (+0) CON 13 (+1)
INT 7 (- 2) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3, Stealth +4, Survival +5


Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)

Traits:

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions:

Multiattack. The lizardfolk makes two melee attacks, each one with a
diffe rent weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or


range 30/ 120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Wolf
Medium beast
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40ft.

STR 12 (+1) DEX 15 (+2) CON 12 (+1)


INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)

Traits:

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a


creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated.

Actions:

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be
knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 17
Appendix B: Temple Monster List.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
unconscious
Senses darkvision 60ft., tremorsense 60ft., passive Perception 10
Languages Terran

Bone Naga (pg 233 MM)


Challenge 5 (1 ,800 XP)

Large undead Traits:


Armor Class 15 (natural armor)
Hit Points 58 (9d10 + 9) Earth Glide. The elemental can burrow through non magical,
Speed 30ft. unworked earth and stone. While doing so, the elemental doesn't
disturb the material it moves through.
STR 15 (+2) DEX 16 (+3) CON 12 (+1)
INT 15 (+2) WIS 15 (+2) CHA 16 (+3) Siege Monster. The elemental deals double damage to objects and
structures.
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, poisoned Actions:

Senses darkvision 60ft., passive Perception 12 Multiattack. The elemental makes two slam attacks.
Languages Common, Abyssal
Challenge 4 (1,100 XP) Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Traits:

Spellcasting. The naga is a Sth·level spellcaster (spell save


DC 12, +4 to hit with spell attacks) that needs only verbal components
to cast its spells.
High elf commoner
Medium humanoid
If the naga was a guardian nag a in life, its spellcasting ability is Armor Class 11
Wisdom, and it has the following cleric spells prepared: Hit Points 4 (1d8)
Speed 30ft.
Cantrips (at will): mending, sacred flame, thaumaturgy STR 10 (+0) DEX 12 (+1) CON 10 (+0)
1st level (4 slots): command, shield of faith INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
2nd level (3 slots): calm emotions, hold person
3rd level (2 slots): bestow curse Senses Passive Perception 10
Languages any one language (usually Common)
If the naga was a spirit naga in life, its spellcasting ability is Challenge 0 (10 XP)
Intelligence, and it has the following wizard spells prepared:
Traits:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, sleep Ability to cast the Light Cantrip at will.
2nd level (3 slots): detect thoughts, hold person
Actions:
3rd level (2 slots): lightning bolt
Unarmed Strike. Melee Attack: +2 to hit, reach 5ft, one target. Hit:
Actions: 1 bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.
Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.

Specter (pg 279 MM)


Earth elemental (pg 124 MM)
Medium undead
Armor Class 12
Hit Points 22 (Sd8)
Large elemental Speed 0 ft., fly 50 ft. (hover)
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60) STR 1 (- 5) DEX 14 (+2) CON 11 (+0)
Speed 30ft., burrow 30ft. INT 10 (+0) WIS 10 (+0) CHA 11 (+0)
STR 20 (+5) DEX 8 (-1) CON 20 (+5) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
INT 5 (- 3) WIS 10 (+0) CHA 5 (- 3) piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Damage Vulnerabilities thunder Condition Immunities charmed, exhaustion, grappled, paralyzed,
Damage Resistances bludgeoning, piercing, and slashing from petrified, poisoned, prone, restrained, unconscious
nonmagical weapons

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Senses darkvision 60 ft. , passive Perception 10
Languages understands all languages it knew in life but can't speak Skills Perception +5, Stealth +6
Challenge 1 (200 XP) Damage Immunities poison
Condition Immunities poisoned
Traits: Senses darkvision 60ft., passive Perception 15
Languages Abyssal, Common, Draconic
Incorporeal Movement The specter can move through other creatures Challenge 7 (2 ,900 XP)
and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object. Traits:

Sunlight Sensitivity. While in sunlight, the specter has disadvantage Shapechanger. The yuan-ti can use its action to polymorph into a
on attack rolls, as well as on Wisdom (Perception) checks that rely on Large snake, or back into its true form. Its statistics are the same in
sight. each form. Any equipment it is wearing or carrying isn't transformed.
It doesn 't change form if it dies.
Actions:
Innate Spellcasting (Abomination Form Only). The yuan-ti's innate
Life Drain. Melee Spell Attack: +4 to hit. reach 5 ft., one creature. spellcasting ability is Charisma (spell save DC 15). The yuan-ti can
Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 innately cast the following spells, requiring no material components:
Constitution saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the At will: animal friendship (snakes only)
creature finishes a long rest. The target dies if this effect reduces its 3jday: suggestion
hit point maximum to 0. 1fday: fear

Swarm of Poisonous Snakes


Magic Resistance. The yuan-ti has advantage on saving throws
against .spells and other magical effects.
Medium swarm of Tiny beasts
Actions:
Armor Class 14
Hit Points 36 (8d8)
Multiattack (Abomination Form Only). The yuan-ti makes two
Speed 30ft., swim 30ft.
ranged attacks or three melee attacks, but can use its bite and constrict
attacks only once each.
STR 8 (-1) DEX 18 (+4) CON 11 (+0)
INT 1 (- 5) WIS 10 (+0) CHA 3 (- 4)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified,
Constrict. Melee Weapon Attack: +7 to hit, reach 10ft., one target Hit:
prone, restrained, stunned
11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape
Senses blindsight 10ft., passive Perception 10
DC 14). Until this grapple ends, the target is restrained, and the yuan-
Languages -
ti can't constrict another target
Challenge 2 (450 XP)
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit,
Traits:
reach 5 ft ., one target. Hit: 11 (2d6 + 4) slashing damage.
Swarm. The swarm can occupy another creature's space and vice
Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to
versa, and the swarm can move through any opening large enough for
hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage
a Tiny snake. The swarm can't regain hit points or gain temporary hit
plus 10 (3d6) poison damage.
points.

Actions:
Yuan-Ti Broodguard
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft ., one creature in the Medium monstrosity
swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing Armor Class 12
damage if the swarm has half of its hit points or fewer. The target Hit Points 41 (9d8+1)
must make a DC 10 Constitution saving throw, taking 14 (4d6) poison Speed 30ft.
damage on a failed save, or half as much damage on a successful one.

Yuan-Ti Abomination (pg308MM) STR 11 (+0) DEX 14 (+2) CON 13 (+1)


INT 6 (-2) WIS 12 (+1) CHA 6 (-2)
Large monstrosity
Armor Class 15 (natural armor) Skills Perception +3
Hit Points 127 (15d10 + 45) Damage Immunities poison
Speed 40ft. Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 13
STR 19 (+4) DEX 16 (+3) CON 17 (+3) Languages Abyssal, Common
INT 17 (+3) WIS 15 (+2) CHA 18 (+4) Challenge 1/2 (100 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 19
Speed 30ft.
Traits:
STR 16 (+3) DEX 14 (+2) CON 13 (+1)
Rage: 1/day. Action, +4 Strength, +2 Wisdom Saving Throw, INT 14 (+2) WIS 12 (+1) CHA 16 (+3)
Condition Immunities: charmed, frightened. Duration 1 minute.
Skills Deception +5, Perception +3, Stealth +3, Arcana +4
Magic Resistance. The yuan·ti has advantage on saving throws Damage Immunities poison
against spells and other magical effects. Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 13
Actions: Languages Abyssal, Common, Draconic
Challenge 3 (700 XP)
Multiattack. The yuan-ti makes two melee attacks.
Traits:
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) slashing damage. Mage Slayer Feat.

Yuan-Ti Pureblood (pg309 MM)


• When a creature within 5 feet of you casts a spell, you can use your
reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that
Medium humanoid creature has disadvantage on the saving throw it makes to maintain its
Armor Class 11
concentration.
Hit Points 40 (9d8)
• You have advantage on saving throws against spells cast by
Speed 30ft.
creatures within 5 feet of you.
STR 11 (+0) DEX 12 (+1) CON 11 (+0)
Innate Spellcasting. The yuan-ti's spellcasting ability is Charisma
INT 13 (+1) WIS 12 (+1) CHA 14 (+2)
(spell save DC 13). The yuan-ti can innately cast the following spells,
requiring no material components:
Skills Deception +6, Perception +3, Stealth +3
Damage Immunities poison
At will: animal friendship (snakes only)
Condition Immunities poisoned
3/day: suggestion
Senses darkvision 60ft., passive Perception 13
1/day: Counterspell
Languages Abyssal, Common, Draconic
Challenge 1 (200 XP)
Magic Resistance. The yuan·ti has advantage on saving throws
against spells and other magical effects.
Traits:
Shapechanger. The yuan -ti can use its action to polymorph into a
Innate Spellcasting. The yuan-ti's spellcasting ability is Charisma
Medium snake, or back into its true form. Its statistics are the same in
(spell save DC 12). The yuan-ti can innately cast the following spells,
each form. Any equipment it is wearing or carrying isn't transformed.
requiring no material components:
It doesn't change form if it dies.
At will: animal friendship (snakes only)
Actions:
3/day each: poison spray, suggestion
Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged
Magic Resistance. The yuan·ti has advantage on saving throws
attacks or two melee attacks, but can constrict only once.
against spells and other magical effects.
Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions: one creature. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) poison damage.
Multiattack. The yuan-ti makes two melee attacks.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape
4 (1d6 + 1) slashing damage.
DC 13). Until this grapple ends, the target is restrained, and the yuan-
ti can't constrict another target.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft ., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
poison damage.
reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Longbow (Yuan-ti Form Only). Ranged Weapon Attack:

Yuan-Ti Mage Slayer


+4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Medium Monstrosity
Armor Class 12
Hit Points 66 (12d8+12)
Yuan-Ti Malison (Type 1) (pg309 MM)

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 20
Medium Monstrosity That creature must succeed on a DC 15 Constitution
Armor Class 12
Hit Points 66 (12d8+12) saving throw or take 2d10 poison damage and become
Speed 30ft.
poisoned for 1 minute. The dagger can't be used this way
STR 16 (+3) DEX 14 (+2) CON 13 (+1) again until the next dawn.
INT 14 (+2) WIS 12 (+1) CHA 16 (+3)

Skills Deception +5, Perception +3, Stealth +3 EARTH ELEMENTAL GEM


Damage Immunities poison
Condition Immunities poisoned Wondrous item, uncommon
Senses darkvision 60ft., passive Perception 13
Languages Abyssal, Common, Draconic
Challenge 3 (700 XP) This gem contains a mote of elemental energy. When you
use an action to break the gem, an earth elemental is
Traits:
summoned as if you had cast the conjure elemental spell,
Innate Spellcasting. The yuan-ti's spellcasting ability is Charisma and the gem's magic is lost.
(spell save DC 13). The yuan-ti can innately cast the following spells,
requiring no material components:
POTION OF HEALING
At will: animal friendship (snakes only)
3/day: suggestion Potion, common
Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects. You regain 2d4+2 Hit Points when you drink this potion.
Shapechanger. The yuan-ti can use its action to polymorph into a The potion’s red liquid glimmers when agitated.
Medium snake, or back into its true form. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn't transformed.
It doesn't change form if it dies.

Actions:
RING OF PROTECTION
Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged Ring, rare (requires attunement)
attacks or two melee attacks, but can use its bite only once.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


You gain a +1 bonus to AC and saving throws while
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
wearing this ring.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit,


range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7
(2d6) poison damage.

Appendix C: Magic Items

DAGGER OF VENOM
Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with


this magic weapon. You can use an action to cause thick,
black poison to coat the blade. The poison remains for 1
minute or until an attack using this weapon hits a creature.

Not for resale. Permission granted to print or photocopy this document for personal use only . Into the Temple of the Yuan-Ti 21

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