Negamancer

The high-crested Negamancers of the Neonate Empire practice the philosophies of anticausality. These chameleonoid anti sorcerers come forth from the ruins of Nyctopolis to contest any human claim to the Maze. They are typically accompanied by an escort of 1d4+1 Thrall Mammals, usually, white apes, controlled with a pearl white globe — if they are defeated, the Negamancer will retreat. The control globes do not function in the hands of anyone unskilled in Negamancy, but the pearly globes are the size of a human brain and worth 200 gp. Negamancers are the male counterparts of the chamelion-women.

NEGAMANCER
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 15
Hit Points 71 
Speed 30 ft.
Saving Throws WIS +3, CHA +5
Skills Deception +5, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 12
Languages Abyssal, Common, Draconic, Yuan-Ti

Negamancy. Spells are line of sight, and there is no save.  All spells are at will:

  • Undo effect last round of combat on himself
  • Undo effect last round of combat on another
  • Change one failed die roll into a critical fumble
  • Transfer damage from one discrete attack from self to target

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.

Sseth’s Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.

ACTIONS
  1. Multiattack. The yuan-ti makes one bite attack and one cursed knife attack or casts a spell and uses cursed knife. It may also command its thralls if need be.
  2. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  3. Cursed Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and the target is cursed on a failed WIS saving throw taking double damage the next time it takes damage.