Yig, The Father Of Snakes

Yig, The Father Of Snakes

CR 20; XP 307,200
CN Great Old One of cycles, procreation, and serpents
Primary Source H. P. Lovecraft and Zealia Bishop, “The Curse of Yig”

Cult

Domains Chaos, Community, Protection, Scalykind
Subdomains Defense, Dragon, Revelry, Venom
Favored Weapon punching dagger
Symbol coiled serpent with a crescent mark on its head
Temple caves, dry gulches, remote valleys, wooden churches
Worshipers nomadic societies, rural dwellers
Servitors snakes and serpents

Influence (DC 27)

Area 10-mile radius
Proxy avatar of Yig
Effects bolster serpents

Defeat

Combat Yig’s influence can be ended by defeating his avatar.

Influence Effects

Bolster Serpents Yig’s power greatly enhances the poison of all snakes and serpentine creatures within his influence. As such, poisons function as if the venom administered was from Yig himself (see his stats below), rather than the normal effects of the snake’s poison. All snakes and serpentine creatures in this area gain the advanced creature simple template and immunity to poison.


Avatar of Yig (CR 20)

XP 307,200
CN Huge aberration (shapechanger)
Init +19; Senses blindsight 120 ft., darkvision 60 ft., lowlight vision, scent, see in darkness, true seeing; Perception +33

Defense

AC 37, touch 24, flat-footed 21 (+15 Dex, +1 dodge, +13 natural, –2 size)
hp 367 (21d8+273); fast healing 15
Fort +20, Ref +22, Will +21
Defensive Abilities all-around vision, freedom of movement; DR 15/epic and lawful; Immune ability damage, ability drain, aging, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist acid 30, fire 30; SR 31

Offense

Speed 60 ft., climb 60 ft., swim 60 ft., air walk
Melee 10 bites +28 (1d4+7/19–20 plus poison), claws +23 (1d8+3), tail +28 (2d6+7/19–20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tail)
Special Attacks constrict (2d6+7), messengers of Yig

Spell-Like Abilities (CL 20th; concentration +28)
Constant—air walk, freedom of movement, true seeing
At will—bestow curse (DC 22), greater dispel magic, nightmare (DC 23)
3/day—baleful polymorph (DC 23) (snakes only), demand (DC 26), quickened feeblemind (DC 23)
1/day—symbol of insanity (DC 26), weird (DC 27)

Statistics

Str 24, Dex 41, Con 36, Int 25, Wis 28, Cha 27
Base Atk +15; CMB +24; CMD 50 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Improved Critical (bites), Improved Critical (tail), Improved Initiative, Mobility, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Weapon Finesse
Skills Climb +39, Intimidate +32, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (nature) +31, Knowledge (religion) +28, Perception +33, Sense Motive +30, Spellcraft +31, Swim +39, Use Magic Device +29
Languages Aklo, Common, Draconic; telepathy 100 ft.
SQ change shape (greater polymorph, humanoid or snake forms only)

Special Abilities

Change Shape (Su) Yig can assume his true form as an immediate action. He doesn’t particularly understand the physiology of non-reptiles, so when he uses change shape to assume the form of any humanoid that isn’t reptilian, he gains no bonus to his Disguise checks to deceive observers as to his true nature.

Claws (Ex) Yig uses his claws to aid movement and not typically for combat. He can attack with them, but they function as secondary attacks.

Messengers of Yig (Su) At the start of the second round of battle, messengers of Yig begin to manifest around Yig, appearing as a slithering carpet of venomous snakes, provided Yig is standing on the ground. On the following round, this carpet fills every adjacent square surrounding Yig’s space. At the start of the next round (round four of the combat), the carpet fills the area of his reach. The messengers travel with Yig, and if he leaves the ground or the location of their appearance (such as if he walks into the sky via air walk or is banished) the messengers of Yig remain in their previous area for 1d4 rounds before dispersing and vanishing. Any creature on the ground within this area treats the ground as difficult terrain and takes 2d6 points of piercing damage from bites at the start of the round. A creature that takes damage from this is exposed to Yig’s poison.

Poison (Ex) Bite or messengers of Yig—injury; save Fort DC 33; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure none (saving throws cannot cure Yig’s poison, but effects like neutralize poison potentially could). Yig’s venom is so toxic that it can affect creatures normally immune to poison, but such targets gain a +4 bonus to their save and can cure the poison with two consecutive successful saves. The save DC is Constitution-based.


Yig is a Great Old One associated with snakes, but who is primarily worshiped by humans and occasionally kobolds and lizardfolk. While serpentfolk are aware of him, such creatures are typically not religious, nor do they find his blessings useful enough to serve him outwardly.

Yig can take three forms, each serving a different function.

Yig as a Humanoid

In order to interact with mortal races, or to further his goals, Yig can appear humanoid. This human form is imprecise, as Yig does not fully understand mammalian physiology. Flaws in the disguise might include traces of scales on parts of his body, too-sharp canine teeth that resemble fangs, slit-eyed pupils, or being cold-blooded. If he is attacked while in humanoid form, he immediately polymorphs to his monstrous true form.

Yig as a Serpent

Yig can be a snake of any size, but generally chooses a type resembling his messengers: an imposing venomous serpent with a white crescent moon marking its head. In this form, he is small enough that he often bides his time in innocuous places, such as a shrine or a worshiper’s cottage.

Yig as a Monster

This monstrous shape is the shape Yig always takes when attacking or being attacked. As Yig-the-God, instead of a head, he has a hydra-like thicket of snakes springing from his forebody. He also has a single central snake-form ending in a massive eye that has prodigious visual powers. He has two forelimbs and a long serpentine body, plated with thick armor.

The Messengers of Yig

The messengers of Yig are deadly snakes marked with the crescent moon symbol of Yig on their heads. They are typically large members of their species, and their venom is astonishingly deadly—a bite from a messenger is so swift that its effects are often mistaken for a heart attack.

Yig in Combat

At the start of battle, Yig immediately transforms into his monstrous form. Foes who attack by surprise might be able to get a few blows in against his unarmored human or snake-form, however. As a monster, he has heavy armor that is difficult to penetrate.

While he has two huge claws, these are generally not used in combat. Instead, he uses the claws for movement, clinging to walls or climbing, or seizing objects for tactical purposes. His attacks are almost exclusively biting with his thicket of snake heads.

As with his messengers, a single bite from Yig is nearly instant death. Even more terrifyingly, the eye of Yig can see invisible and hidden things, so no one can be concealed from his view.

Finally, Yig can summon vast numbers of deadly snakes, typically including a few messengers in their number, and these begin appearing as swarms as of the second round of battle.


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