The rest of this post is designated Open Gaming Content according to the Open Gaming License.
Requirements: STR 9, DEX 9
Prime Requisites: STR & INT or STR & WIS
Hit Dice: 1d6
Maximum Level: 8
Snake-men are an ancient and reviled race of semi-humanoid serpents. They have the long body and tail of a giant snake (up to 10' in length), a snake's head, and human-like arms and torso.
Snake-men are notorious among others races for their depraved religious cults, which often enslave and sacrifice intelligent beings. All snake-men adventurers are trained in both fighting and magic, though they may choose whether to use clerical or magic-user spells. Clerical snake-men have STR and WIS as prime requisites, whereas magic-user snake-men have STR and INT. Note that clerical snake-men do not have the ability to turn undead.
Snake-men may use any weapons and armour, and use the elf combat, saving throw, experience and spell progression tables.
A snake-man must have a 13 or greater in both prime requisites to gain a +5% experience bonus, and a 16 or greater in both attributes is required for the +10% bonus.
In melee, a snake-man can choose to attack with his bite instead of a weapon. The bite inflicts 1d6 hit points' damage. Furthermore, a snake-man can make a poisoned bite attack once per day. The intention must be declared before the to-hit roll is made, and the poison is wasted if the attack misses. The poisoned bite inflicts additional damage equal to the snake-man's current hit points, with a successful save indicating half damage.
Snake-men may also choose to attack with their tail in melee, attempting to coil around an opponent. Constricted opponents suffer 1d3 damage per round and -2 to-hit. A snake-man's tail also allows him to coil around pillars and such.
Due to their unusual form, snake-men cannot wear normal humanoid armour, and must pay double when purchasing armour. Magical armour designed for snake-man physiology is extremely rare.
- Temple guardian
- Tomb raider
- Death priest