Ophidian

Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 15 ft., swim 50 ft.
Armor Class: 17 (+2 Dex, +2 large wooden shield, +3 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Scimitar +4 melee (1d6+1), or bite +4 melee (1d4+1)
Full Attack: Scimitar +4 melee (1d6+1), or bite +4 melee (1d4+1) and scimitar −1 melee (1d6), or scimitar +4 melee (1d6+1) and bite −1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Serpentine curse
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10
Skills: Climb +9, Hide +3, Listen +3, Move Silently +3, Spot +3, Swim +10; racial bonuses
Feats: Alertness, Dodge
Environment: Warm forest and underground
Organization: Solitary or clan (3–12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 4–5 HD (Medium); 6–9 HD (Large) ♊
Level Adjustment: —

Malicious but servile, ophidians are a reptilian race most commonly found as slaves of the yuan-ti. They look like large snakes with humanoid arms and hands, and they have tails that are short and stunted in proportion to their bodies. Their scales are typically mottled green and yellow, with brown, black, and red sometimes appearing in certain individuals. Their scales naturally change color to help the creatures blend into wooded or subterranean surroundings.

Ophidians speak Common and Yuan-Ti, and some learn Draconic as well.

Combat

Ophidians are not bright, but they often fight under the leadership of more intelligent creatures (such as nagas or yuan-ti). They make good use of their natural camouflage to attack with surprise, though their distaste for ranged weapons makes that advantage less effective than it might otherwise be. They can wield weapons comfortably in their humanoid hands, but nevertheless ophidians love to bite their victims, and they particularly delight in infecting opponents with their serpentine curse. If it desires, an ophidian can make its bite attack its primary attack and use a weapon for its secondary attack.

Serpentine Curse (Su): Any humanoid hit by an ophidian’s bite attack must succeed on a Fortitude save (DC 11) or contract a curse that will turn the victim into an ophidian. Starting 1d4+1 days after infection, the victim slowly becomes more snakelike: Its skin grows scaly, its legs begin to shrink and fuse together, and its tongue becomes forked. After two weeks, the victim is fully transformed into an ophidian, with no memory of its previous existence. To stop the transformation, the victim must receive a remove disease or remove curse spell before the process is complete, although these spells do not undo any transformation that has already begun. A heal, regenerate, limited wish, wish, or miracle spell is required to reverse the transformation. Once the transformation is complete, nothing short of a wish or miracle can return the victim to its previous state.

Skills: Ophidians have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ophidians have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. Ophidians also have a +10 bonus on Hide checks in forests or underground areas due to their chameleonlike ability to alter their skin tones.

Ophidian Characters

An ophidian’s favored class is fighter, and most high-level ophidians are fighters. Ophidian clerics are almost unknown, since ophidians rarely revere true deities. Some ophidians worship nagas, dragons, or giant snakes, and gain the powers of the adept class from the strength of their own faith in these powerful reptiles.

Source: Fiend Folio, page 133. Changes applied as per the D&D® v.3.5 Accessory Update. Changed regeneration spell under Serpentine Curse entry to regenerate.