Medium monstrosity, neutral evil
- Armor Class
- 15 (bracers of defense)
- Hit Points
- 127 ({@dice 17d8 + 51}) reduced to 107; subtract 1 for each day that passes during the adventure
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Con +6, Wis +7
- Skills
- Stealth +6, Religion +7, Deception +8, Persuasion +8
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Abyssal, Common, Draconic
Traits
Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to the one carried by the guide Salida (see chapter 1).
Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.
Ras Nsi has advantage on saving throws against spells and other magical effects.
Actions
Ras Nsi makes three melee attacks, but can use Constrict only once.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage.
Spellcasting
Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
Ras Nsi has the following wizard spells prepared: