Boa-man

monstrosity · CR 6 · from Individual Monsters
Boa-man
StatisticValue
Size/TypeLarge Monstrous Humanoid
Hit Dice11d8+55
Initiative+4 (+4 Dex)
Speed20 feet/ 3 Climb/ 20 feet swim
AC23 (-1 Size, +4 Dex, +10 natural)
AttacksWeapon +17/+12/+7, Bite +16
DamageWeapon +6, Bite 2d6+6
Face/Reach5 ft by 5ft/10ft
Special AttackSpell-like Abilities, Poison
Special QualitiesSR 16, Scent
SavesFort +12, Ref +11, Will +7
AbilitiesStr 23, Dex 18, Con 21, Int 15, Wis 18, Chr 16
SkillsBalance +12, Hide +8, Listen +8, Move Silent +8, Spot +8
FeatsAlertness, Blind fighting, Dodge, Improve Critical, Mobility, Weapon Focus, Improve Inti
Climate/TerrainWarm Forest or Cave
OrganizationSolitary, Pair
Challenge Rating7
TreasureDouble Standard
AlignmentUsually Chaotic Evil
AdvancementBy Character Class

Description

This race is rarely seen, preferring to hide in the shadows as the leader of fanatic humans. Most primitive races that meet the Boa-men immediately are killed or appoint the Boa-man as their new supreme leader. This suits the Boa-men just fine, because they relish the attention and power they are given and instantly begin to expand their territory. Using their strength and intelligence to devise complex plans, they systematically destroy all that oppose them. Brutal and cruel, they wage war on all races in their domain. “If you are not an ally, you are an enemy”…is their motto.

No more than two Boa-men will be met at one time, and then they are a mated pair. They are never without their pets, a swarm of 22+ writhing snakes (both venomous and constricting). Using any weapon available, they are inclined to use a Falchion sword or Scimitar. They never wear armor or shields and rarely don coverings of any kind.

Combat

Planners by heart, Boa-men prefer to lead lesser monsters, by posing as supreme beings. They hang to the rear of combat sending fanatic followers in to battle, hoping to wear down the enemy with wave after wave replaceable troops.

Spell-like Abilities: 1/day- Animal friendship, Cause fear, Charm person or animal, Deeper darkness, Neutralize poison and Speak with animals. These spells are cast as if by a 11th level Sorcerer.

Poison: Fortitude save (DC 20) if bitten; initial and secondary damage 1d6 temporary Constitution.

* +4 racial bonus to hide, listen, move silent and spot skills…+8 racial bonus to balance skill

And now for the legal stuff…Sorry but I am required to put it here.

All 820 monsters in the Netbook Bestiary