The Temple of Ssathiss Conqueror
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The Temple of Ssathiss

Deep in the jungle, Ssathiss kneads people into feed for a sleeping god

Ssathiss, High Priest of the Serpent God
The Adversary
Ssathiss, High Priest of the Serpent God
snake-folk high priest · CR 12

A python-headed priest who molds living men into fodder for a sleeping god.

Show stat block
Ssathiss, High Priest of the Serpent God
Large monstrosity, neutral evil
Armor Class 17 (scale armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., climb 20 ft., swim 20 ft.
STR18+4
DEX14+2
CON20+5
INT15+2
WIS18+4
CHA16+3
Saving Throws Con +9, Wis +8, Cha +7
Skills Religion +6, Perception +8
Resistances & immunities poison damage
Senses darkvision 60 ft., passive Perception 18
Challenge 12
Traits

Venom Glands. Ssathiss is immune to poison damage and the poisoned condition.

Hypnotic Gaze. As an action, Ssathiss can force one target within 30 ft. that can see him to make a Wisdom saving throw (DC 16). On a failure, the target is paralyzed until the end of its next turn. Recharges after a short or long rest.

Serpent's Embrace. As a bonus action, Ssathiss can constrict a grappled target, dealing bludgeoning damage to it.

Actions

Multiattack. Ssathiss makes one bite attack and one constrict attack.

Bite. Attack roll +8, reach 10 ft., one target. Hit: 2d8+4 piercing damage plus 2d6 poison damage.

Constrict. Attack roll +8, reach 5 ft., one Medium or smaller target. Hit: 2d10+4 bludgeoning damage and the target is grappled (escape DC 16).

Blasphemous Prayer (Recharge 5-6). Ssathiss summons a wave of darkness in a 30-foot cone. Each target in the area must make a Wisdom saving throw (DC 16); on a failure, 4d8 necrotic damage, or half as much on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

Four days' travel into the green hell stands a ziggurat that has no business being there: black basalt smothered in strangler figs, yet dry and warm inside as a reptile's den. Caravans vanish here, and the villages along the jungle's edge keep losing their young. You follow the trail of a stolen child all the way to the temple steps.

The snake-people who rule here do not kill their captives. They change them, vial by vial, ritual by ritual, slowly into something that hisses and crawls and forgets its old name. Beneath the temple sleeps their god, a colossal primordial serpent, and High Priest Ssathiss, High Priest of the Serpent God, believes that enough transformed offerings will finally wake it. The child's transformation will be complete in two nights.

You creep through steaming corridors thick with scales and prayer, sabotage the brews in the breeding chambers, and free captives who are halfway gone and no longer sure they want saving. You choose your path: silence and cunning through the sacred layers, or fire and steel straight to the altar, while giant serpents uncoil from the shadows.

The turn: the ritual is further along than you feared, and the altar-blood of the offerings has already set the primordial serpent stirring. In the lowest chamber, by the churning light of the sacrificial fires, you must defeat Ssathiss and drag the child from the boiling pool before the god opens its eyes, for once it wakes, the whole jungle becomes its nest.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.