Three snarling maws gnash their teeth with surprising speed, as this gigantic serpent crashes towards you.
Zmey (CR 11)
N Huge outsider
Init +3; Senses darkvision 60 ft., scent; Perception +20
AC 23, touch 7, flat-footed 23 (-1 Dex, +16 natural, -2 size)
hp 161 (14d10+84)
Fort +12, Ref +8, Will +10
Defensive Abilities all-around vision
Speed 40 ft.
Melee 3 bites +22 (1d12+10/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (1d12+15, DC 27)
Str 31, Dex 8, Con 22, Int 3, Wis 13, Cha 10
Base Atk +14; CMB +26; CMD 35
Feats Combat Reflexes, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Skill Focus (Perception), Staggering Critical
Skills Acrobatics -1 (+3 to jump), Perception +20, Survival +15, Swim +14
SQ seasonal affinity
All-Around Vision (Ex) The three heads of the zmey are constantly on alert. The creature sees in all directions at once and cannot be flanked.
Darkvision (60 feet) You can see in the dark (black and white only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seasonal Affinity (Su) Although shadows of their formers selves, zmey still hold a strong connection to the spiritual world. Their scales change colour and the zmey gain additional powers based on the current season.
- Spring (Green): Immunity to lightning, fast healing 1.
- Summer (Red): Immunity to fire, speed increases by 10ft.
- Fall (Orange): Immunity to acid, poison, and disease.
- Winter (Blue): Immunity to ice, may move freely over icy (difficult) terrain.
Zmey – known colloquially as serpents, dragons, or vipers – are gigantic three-headed reptiles that are featured heavily throughout the folklore of Yavmir. It is often boasted that the mighty heroes of the Radiant Age would fight these creatures for honour and glory, engaging in epic battles that would last for days and ending only when the vile serpent lay dead at their feet.
The reality, however, is much different from the legends. Zmey were actually rare and powerful eidolons, created during the early days of the Skywrath Wars. Known for their massive strength, ruthless cunning, and impenetrable hides, the four great clans of primordial Yavmir quickly grew to fear these seemingly invincible behemoths.
Despite their loyalty to Triglav and Chernobog, the Zmey were not rewarded for their service during the war. After the conflict concluded, the Zmey were banished – their brutish appearance and violent natures deemed unwelcome in the lands of man. With no place left in the world, the remaining Zmey became transient, wandering unseen through the furthest reaches of Yavmir as their numbers dwindled.
Once powerful and imposing beasts, the Zmey that roam Yavmir today are shadows of their former selves. Although still large and massively strong, they lack the speed, cunning, magic, and flight of their ancestors. Little more than shambling monstrosities, they are slow to rouse and prefer to avoid contact with any species, especially humans.
Although eidolons, Zmey are not tied to any particular season. Their attributes change subtly as the year progress; for example, during autumn a Zmey may be coated with orange and yellow scales, but in the dead of winter it may take on a more crystalline appearance. These changes are generally aesthetic, although some rare Zmey may develop minor powers based on their metamorphosis.