Last Updated on November 21, 2023
Yuan-ti go way back in Dungeons and Dragons. I was so stoked to see them in 5e. I remember Yuan-Ti being one of my favorite races in 3e, both as monsters and as characters.
Abomination Stat Block
Large Monstrosity (Shapechanger, Yuan-Ti), Neutral Evil
- Size: Large
- Creature Type: Monstrosity
- Alignment: Neutral Evil
- Armor Class: 15 (natural armor)
- Hit Points: 127 (15d10 + 45)
- Speed: 40 ft.
- STR 19 (+4), DEX 16 (+3), CON 17 (+3), INT 17 (+3), WIS 15 (+2), CHA 18 (+4)
- Skills: Perception +5, Stealth +6
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Senses: Darkvision 60 ft., Passive Perception 15
- Languages: Abyssal, Common, Draconic
- Challenge: 7 (2,900 XP)
- Proficiency Bonus: +3
Shapechanger. The Yuan-Ti can use its action to polymorph into a Large snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Abomination Form Only). The Yuan-Ti’s innate spellcasting ability is Charisma (Spell Save DC 15). The Yuan-Ti can innately cast the following spells, requiring no material components:
- At will: Animal friendship (snakes only)
- 3/day: Suggestion
- 1/day: Fear
Magic Resistance. The Yuan-Ti has advantage on saving throws against spells and other magical effects.
The Yuan-Ti Abomination
A Yuan-Ti is a snake-like humanoid with serpentine features and magical abilities. They are descended from an ancient empire ruled over by serpent gods and dark rituals. The Abominations are the most monstrous and serpentine of the Yuan-Ti.
Abominations in Yuan-Ti Society
Abominations enjoy the most power and privilege in Yuan-Ti society. However, even more so than Malisons, their monstrous appearance makes it nearly impossible to maneuver in humanoid society.
Therefore, these are the rarest form of Yuan-Ti and will almost exclusively be found in well-established Yuan-Ti strongholds where they have enough Malisons and Purebloods to provide for their needs.
Especially in cities because the Abomination will need food and water brought to them since they just can’t go to the market.
Multiple Abominations in a single place almost invariably mean a power struggle, but if they can find a clear leader, their unity will make their community a very powerful and secure part of the social ecosystem.
The best way to establish that clear leadership ability will be through divine power. If one Abomination has additional magical ability connected to the old serpent gods, then they will naturally be the most revered Abomination – provided they can back up their words with demonstrations of power.
Abomination Encounters – For DMs
In tier I, Abominations should be rare. They have a CR of 7, which means it is possible to place them in a position of power for tier-I adventurers to face. However, their position in Yuan-Ti society means they will never be without their guards and servants.
If you do use an Abomination in tier I, take the time to build up their reputation. Name-drop them in a few previous sessions to build up the hype and tension and make the players a little afraid of this primary antagonist.
Make the Abomination hard to reach. Put them at the end of a serpentine labyrinth behind Broodguards, Purebloods, and Malisons.
In Tier II, Abominations can serve as a council of underbosses, each with their own contingent of Malisons, Purebloods, and Broodguards.
Consider taking advantage of the Yuan-Ti’s Charisma score and replacing their weapon attacks with Warlock or Sorcerer spells to add some variation between the Abominations.
If your story needs a central leader, then consider this one:
An Advanced Abomination Warlock of the Old Serpent Gods
This advanced Abomination uses the same stat block found in the Monster Manual for the Abomination with the following differences.
- Warlock Spells (+7 to hit, DC 15, two 3rd level spell slots): Eldritch blast, mind sliver, Arms of Hadar (snake-like appearance), Expeditious Retreat, Shadow Blade, Spider Climb
- False life (at will) (fiendish vigor)
- AC 18 (armor of shadows)
- Fiendish Snake Familiar (constrictor or viper)
- Three additional hit die
- CR 9
It is conceivable that two or three of these Abominations could work together, provided they actually are hearing from the same god.
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Rich is an avid D&D player and DM. He has been playing since the Advanced Dungeons & Dragons 1st and 2nd editions. He has run campaigns of various editions with family and friends for over 20 years. Playing DnD 5th Edition in person at local game stores and online with VTT’s over the past 10 years has provided a consistent connection to how the game has grown. He strongly believes in understanding the source material, but catering the games to your individual players. Feel free to ask anything in the comments or drop him an email: [email protected].