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 monsterlijkheid, neutraal kwaadaardig
Armor Class 17 (schubbenpantser)
Hit Points 168 (16d10 + 80)
Speed 9m, klimmen 6m, zwemmen 6m
STR18+4
DEX14+2
CON20+5
INT15+2
WIS18+4
CHA16+3
Saving Throws Con +9, Wis +8, Cha +7
Skills Religie +6, Waarnemen +8
Resistances & immunities gifschade
Senses duisterzicht 18m, passieve Waarnemen 18
Challenge 12
Traits

Gifklieren. Ssathiss is immuun voor gifschade en de vergiftigde status.

Hypnotische Blik. Als actie kan Ssathiss één doelwit binnen 9m dat hem kan zien dwingen tot een Wijsheids-redding (DC16). Bij mislukking is het doelwit verlamd tot het einde van zijn volgende beurt. Herlaadt na een korte of lange rust.

Slangenomhelzing. Ssathiss kan als bonusactie een gegrepen doelwit omknellen en er verpletteringsschade aan toebrengen.

Actions

Multiattack. Ssathiss voert een beet en een omklemming uit.

Beet. Aanvalsworp +8, bereik 3m, één doelwit. Trefkans: 2d8+4 doorboringsschade plus 2d6 gifschade.

Omklemming. Aanvalsworp +8, bereik 1,5m, één Middelgroot of kleiner doelwit. Trefkans: 2d10+4 verpletteringsschade en het doelwit is gegrepen (om te ontsnappen DC16).

Godslasterlijk Gebed (Recharge 5-6). Ssathiss roept een golf duisternis op in een kegel van 9m. Elk doelwit daarin moet een Wijsheids-redding doen (DC16); bij mislukking 4d8 necrotische schade, bij succes de helft.

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.