Vampire Spawn, Yuan-Ti

TN Large aberration (aquatic) (undead) (vampire spawn)

Init +10; Senses Darkvision (60 ft.), Perception +18,

DEFENSE 

AC 25, touch 20, flat-footed 14 (+10 Dex, +1 dodge, +5 natural, -1 size, )

hp 144 (4d8)+(6d6)+76

Fort +10, Ref +13, Will +14

OFFENSE 

Speed 30 ft. Swim 80 ft.

Melee bite +13 (2d6+8)

Melee tail slap +8 (1d8+4)

Special Attacks Elemental Ray (1d6+5, 11/day),

Known Sorcerer Spells (CL 13th, concentration +21):

6th (5/day) - contagion, greater (DC 24), vengeful outrage (DC 24)

5th (7/day) - cloudkill (DC 23), suffocation (DC 23) , waves of fatigue

4th (8/day) - acid pit (DC 22), ball lightning (DC 22) , charm monster (DC 22) , enervation

3rd (8/day) - dispel magic, eruptive pustules (DC 21) , fireball (DC 21) , hydraulic torrent

2nd (8/day) - accelerate poison (DC 20), daze monster (DC 20) , delay pain (DC 20) , fire breath (DC 20) , qualm (DC 20) , slipstream (DC 20)

1st (8/day) - charm person (DC 19), corrosive touch , mage armor (DC 19) , magic missile , vanish (DC 19) , hydraulic push

0th (at will) - detect magic, flare (DC 18) , ghost sound (DC 18) , haunted fey aspect (DC ) , light , mage hand , open/close (DC 18) , prestidigitation (DC 18) , ray of frost

STATISTICS 

Str 26, Dex 31, Con 24, Int 10, Wis 20, Cha 27

Base Atk +6; CMB +15; CMD 36

Feats  Arcane Blast, Dodge, Eldritch Heritage, Empower Spell, Eschew Materials, Skill Focus (Knowledge (Planes))

Skills  Acrobatics +10, Bluff +8, Climb +8, Diplomacy +8, Disguise +8, Escape Artist +10, Fly +8, Heal +5, Intimidate +8, Perception +18, Perform (Untrained) +8, Ride +10, Sense Motive +5, Spellcraft +13, Stealth +6, Survival +5, Swim +23, Use Magic Device +15,

Languages Aquan, Common

SQ Aquatic Adaptation, Aquatic Bloodline, Bloodline Arcana, Bloodline Powers, Cantrips, Darkvision, Dehydrating Touch, Poison, Weapon and Armor Proficiency,

SPECIAL ABILITIES 

Aquatic Adaptation (Ex)  At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

Aquatic Bloodline  Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers  Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Cantrips  You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dehydrating Touch (Sp)  Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 3d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Bloodline (Water)

Elemental Ray (Sp)  You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+5 points of cold damage You can use this ability 11 times per day.

Eschew Materials

Poison (Ex)  Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

Spells  A yuan-ti casts spells as a 7th-level sorcerer.

Weapon and Armor Proficiency  Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.