b'Nessk Charmer \n'b'  Medium   monstrosity  (serpentman),  neutral evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  102 (12d8+48)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  17 (+3)  CON:  13 (+1)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +7,  Wis  +6,  Cha  +8  Skills   Arcana  +7,  Deception  +8,  Insight  +6,  Perception  +6  Condition Immunities  poison  Senses  passive  Perception  16  Languages  Draconic  Challenge  9 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Mesmerizing Gaze  As a bonus action, the Nessk charmer can gaze deeply into the eyes of a target within 30 feet that can see it. The target must make a  Wis  save (DC 16) or be  charmed  for 1 round. \n'b'  Confounding Glare  As a bonus action, the Nessk charmer bewilders a nearby enemy within 30 feet that can see it. The target makes a  melee attack  against itself or a creature within its reach unless it succeeds on a  Wis  save (DC 16). \n'b'  Spellcasting . The charmer is a 10th-level caster. Its spellcasting ability is  Charisma  (DC 16, +8 to hit).\n'b'\n'b'\n'b'  At will :  chill touch ,  message  \n'b'  1st level (4 slots) :  charm person ,  color spray ,  disguise self ,  shield  \n'b'  2nd level (3 slots) : backbiter shield*,  detect thoughts ,  suggestion  \n'b'  3rd level (3 slots) :  bestow curse ,  hypnotic pattern ,  slow  \n'b'  4th level (3 slots) :  confusion , Evard\xe2\x80\x99s  black tentacles  \n'b'  5th level (2 slots) :  hold monster , snake swarm* \n'b'\n'b' ACTIONS \n'b'\n'b'  Snakestaff .  Melee Weapon Attack : +7 to hit, reach 5 ft., one or two targets.  Hit : 1d8+3 piercing damage and 3d6 poison damage. \n'b'  Venomous Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 1d8+4 piercing damage, and if the target is a living creature, it must make a  Con  save (DC 16) or take 4d6 poison damage and be  poisoned  for one minute. \n'b'\n'b' ABOUT \n'b' The sorcerous charmer usually leads a group of serpentmen and human thralls. It uses magic to summon forth snakes, turn enemies\xe2\x80\x99 weapons against them, and mesmerize its foes. \n'b' This snake-headed humanoid wears long robes concealing its form, and carries a long staff carved with snake heads at both ends. \n'b' Nesskian Soul Venom \n'b' A hooded and cloaked serpentman is usually sufficiently disguised to infiltrate a human city, and many do, especially with the help of Set cultists where they are available. When they cannot move about openly, the serpentmen employ human servants to do their bidding. Some of these are willing supplicants, but others have been magically charmed to serve the snake people. \n'b' To create a thrall, a charmer or other powerful Nesskian mage can direct a special ritual that extends the range of control for the charmer\xe2\x80\x99s mesmerizing gaze and makes him dominated. During the ritual, the victim imbibes Nesskian soul venom, which affects his mind and makes him open to suggestion. The victim is mentally bound to a charmer, and after the initial ritual, the victim must simply be persuaded to drink a small amount of soul venom each day to extend the domination for an additional day. \n'b' Detecting the dominating effect requires a DC 20  Wisdom / Insight  check, and preventing the victim from consuming more soul venom and waiting it out will also cure the affected person. The effect also ends if the victim\xe2\x80\x99s bound master is slain.'