Ajatar & Her Spawned Daughters
The First Serpent of Rot and the Plague-Hag Brood of the Blackwood

Ajatar is the singular, primordial serpent-hag — a towering fusion of withered crone and colossal serpent. From the waist upward she bears the elongated frame of a gaunt hag, her corpse-pale flesh veined dark and ridged with thorned scales along the spine. From the waist downward extends a massive coil armored in black-green scales dull as wet stone. Moss, lichen, and fungal growth cling to her like a crown of the deep forest. Her jaw unhinges unnaturally wide, revealing layered fangs dripping viridian venom, and her eyes burn like cold marsh-lights beneath tangled, root-thick hair.
Her spawned daughters, known collectively as Ajatars, resemble lesser reflections of their progenitor. Each bears a hag-like torso fused with serpentine lower limbs or scaled deformities creeping along their bodies. They are leaner, more feral, and shaped subtly by their domains — bark-textured skin, fungal growths, thorned ridges, or scaled patches spreading across pallid flesh. Their eyes glow amber or sickly green, and toxin beads upon their talons.
The air around them smells of damp soil, decay, and fever.
Behaviour
Ajatar herself is ancient, deliberate, and sovereign in bearing. She rarely acts in haste, preferring to observe intruders through the senses of woodland creatures and to weaken opposition with creeping sickness before revealing her presence. Her voice is soft and dry as wind through hollow bark, and she regards suffering not as cruelty but as correction.
Her daughters are more volatile and territorial. While cunning and patient hunters, they display sharper tempers and personal ambition. They whisper from shadowed thickets, stalk prey through dense undergrowth, and delight in psychological torment. Each rules her domain as a cruel woodland queen, defending it with possessive ferocity.
Habitat
Ajatar dwells in primordial forests untouched by enduring civilization — deepwoods where sunlight struggles to reach the forest floor. Her lair lies beneath colossal roots, within hollow titan-trees, or beside stagnant pools heavy with spores. Wherever she lingers, entire regions transform: streams foul, bark blackens, serpents multiply, and wildlife grows venomous or diseased.
Each Ajatar claims a lesser territory — a corrupted woodland, swamp, or overgrown ruin. Under her influence, localized blight spreads: minor sickness afflicts travelers, animals grow aggressive, and serpents gather in unnatural swarms. Shrines of bone and shed skins often mark the heart of her dominion.
Modus Operandi
Ajatar spreads supernatural pestilence through breath, claw, and whispered curse. She infects first, allowing wasting fever or creeping venom to erode strength before striking with crushing coils and toxin-laced talons. Serpents answer her silent command, and corrupted woodland beasts harry those who attempt escape.
Her daughters favor ambush and attrition. They strike from concealment, deliver venom or curse, and retreat into dense terrain to let afflictions take hold. In direct battle, they lash with serpentine speed, constrict, and summon swarms of snakes or blight-twisted creatures to overwhelm weakened foes.
Motivation
Ajatar embodies the ruthless sovereignty of the wild. She seeks to reclaim lands encroached upon by settlement and steel, viewing decay as restoration and plague as purification. Civilization, to her, is an intrusion destined to rot.
Her daughters act to expand her influence — whether to earn their progenitor’s favor or to rule as petty plague-queens in their own right. All share a singular instinct: to ensure the deep forest remains untamed, feared, and sovereign.
Ajatar 5e 2024
Ajatars 5e 2024
Ajatar, Pathfinder
Ajatars, PAathfinder
Ajatarra 3.5 Homebrew
Ajatar, the First Serpent of Rot

Large Fey (Hag), Chaotic Evil
Mother of the Ajatars, Mistress of Blight and Venom
Armor Class: 17 (natural armor)
Hit Points: 245 (20d10 + 140)
Speed: 40 ft., climb 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 22 (+6) | 18 (+4) | 20 (+5) | 22 (+6) |
Saving Throws: Con +12, Wis +11, Cha +12
Skills: Deception +12, Insight +11, Perception +11, Stealth +8
Damage Resistances: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: psychic
Condition Immunities: poisoned, charmed
Senses: darkvision 120 ft., truesight 120 ft., passive Perception 21
Languages: Common, Sylvan, Draconic; telepathy 120 ft.
Challenge: 20 (25,000 XP)
Mythic Traits
Fey Presence (Recharge 5–6). Each creature of Ajatar’s choice within 30 ft. must succeed on a DC 20 Wisdom saving throw or be frightened and poisoned until the end of its next turn.
Toxic Aura. At the start of her turn, all creatures within 10 ft. take 7 (2d6) poison damage.
Mythic Defiance (1/Day). When reduced to 0 HP, Ajatar regains 120 HP and immediately gains 3 legendary actions.
Innate Spellcasting
Ajatar’s spellcasting ability is Charisma (DC 20, +12 to hit). She can cast the following spells innately, without components:
- At Will: Druidcraft, Poison Spray, Shillelagh
- 3/day each: Call Lightning, Contagion, Dominate Beast, Plant Growth, Hold Monster
- 1/day each: Blight, Cloudkill, Heightened Contagion, Wall of Thorns, Insect Plague, Control Water/Tsunami, Foresight
Actions
Multiattack. Ajatar makes two Claw attacks and one Venomous Bite.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 6) slashing + 10 (3d6) poison damage.
Venomous Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (5d8 + 6) piercing + Toxic Curse.
Toxic Curse. DC 20 Constitution save or poisoned for 1 minute, taking 9 (3d6) poison damage at the start of each of its turns. Save ends effect.
Legendary Actions
Ajatar can take 3 legendary actions, only one at a time, at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
- Detect. Make a Wisdom (Perception) check.
- Serpent Strike. Make one Claw attack.
- Legendary Spell (2 Actions). Cast Poison Spray, Spike Growth, or Conjure Animals (1d4 Venomous Beasts).
- Venomous Breath (2 Actions). Exhale a 60-ft. cone. Each creature in the area must make a DC 20 Constitution save or take 36 (8d8) poison damage and be poisoned for 1 minute (half on a successful save).
Lair Actions
On initiative count 20 (losing initiative ties), Ajatar can use one of the following:
- Blighted Ground. A 20-ft radius erupts with blighted vines and roots. Area becomes difficult terrain; creatures starting their turn here take 12 (3d6) poison damage (DC 20 Con save for half).
- Serpent Call. Summon 1d4 Venomous Beasts in unoccupied spaces within 90 ft.
- Poisonous Fog. 15-ft radius cloud; creatures entering or starting in the area take 12 (3d6) poison damage (DC 20 Con save for half).
Venomous Beasts (CR 1)
Small/Medium Fey or Beast, Chaotic Evil
AC: 13 | HP: 27 (6d6 +6)
Actions:
- Bite: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing + 7 (2d6) poison.
- Venom Spray (Recharge 5–6): 10-ft cone; DC 12 Con save or 9 (2d8) poison + poisoned 1 turn.
Behavior: Swarm enemies, harass poisoned/weak creatures, and block retreats.
Regional Effects
While within 6 miles of her lair:
- Water becomes brackish and toxic.
- Wildlife, serpents, and venomous creatures increase unnaturally.
- Forest growth twists, dimming sunlight and veiling paths.
These effects fade 1d6 days if Ajatar dies or leaves the region.
Tactics
- Open combat by corrupting the battlefield with Blighted Ground and Venomous Breath.
- Target spellcasters/supports first with Toxic Curse.
- Use legendary actions and venomous minions to control positioning and punish movement.
- Mythic Defiance ensures she survives what would otherwise be fatal blows, making her a true climactic threat.
Ajatar’s Spawned Daughters (Ajatars)

Medium Fey (Hag), Chaotic Evil
Venomous offspring of Ajatar, carrying her blight and malice
Armor Class: 15 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 30 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 18 (+4) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws: Con +7, Wis +6, Cha +7
Skills: Deception +7, Insight +6, Perception +6, Stealth +5
Damage Resistances: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: psychic
Condition Immunities: poisoned, charmed
Senses: darkvision 60 ft., passive Perception 16
Languages: Common, Sylvan; telepathy 60 ft.
Challenge: 7 (2,900 XP)
Innate Spellcasting
Charisma-based (DC 15, +7 to hit). No components required.
- At Will: Poison Spray, Minor Illusions
- 2/day each: Hold Person, Ray of Enfeeblement, Plant Growth
- 1/day each: Blight, Insect Plague, Fear
Ajatars often use spells to hinder movement, weaken foes, and poison from range before closing in.
Actions
Multiattack. Makes two Claw attacks and one Bite.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 3) slashing + 7 (2d6) poison damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 3) piercing + Venomous Curse.
Venomous Curse. DC 15 Constitution save or poisoned for 1 minute, taking 7 (2d6) poison damage at the start of each turn. Save ends effect.
Lair Actions (Optional)
(If encounter occurs in her territory)
- Corrupt Flora: 15-ft radius becomes difficult terrain; creatures take 7 (2d6) poison damage at start of turn (DC 15 Con save for half).
- Call Minions: Summon 1d2 venomous beasts in unoccupied spaces nearby.
These lair actions can be combined if multiple Ajatars are present to create a dangerous, dynamic battlefield.
Tactics
- Ambush Specialists: Leap from shadows, poison and curse spellcasters first.
- Swarm Coordination: Support each other in packs; one distracts while another strikes.
- Terrain Advantage: Use lair or forest features to control movement, harass fleeing PCs, and block retreats.
- Spell and Bite Combo: Poison from range, then close in with claws and bite for maximum effect.
Scaling Notes for DMs
| Encounter | Number of Ajatars | XP / Threat | Notes |
|---|---|---|---|
| Minor Encounter | 1–2 | 2,900–5,800 XP | Elite minions alongside Ajatar or other threats |
| Standard Ambush | 3–4 | 8,700–11,600 XP | Swarm tactics with lair effects, good for mid-level parties |
| Horde / Lair Event | 5+ | 14,500+ XP | Combined with venomous beasts and terrain, major challenge for high-level parties |
Venomous Beasts (CR 1)
Small/Medium Fey or Beast, Chaotic Evil
AC: 13 | HP: 27 (6d6 + 6)
Bite +5: 7 (1d8+3) piercing + 7 (2d6) poison
Venom Spray (Recharge 5–6): 10-ft cone, DC 12 Con save, 9 (2d8) poison + poisoned 1 turn
Used by Ajatars to harass, block retreats, and synergize with poison/curses.
Ajatarra

The snake before you sports an undeniable air of malevolence, and its very glare seems to make you feel sick. Many other snakes are piled around it, and as the winged creature hisses, they seem to rise up in arms to defend her.
Originally Posted by strawberryman of the Giant in the Playground Forums.
Ajattara, evil female spirits that manifest as draconic or winged snakes, are sometimes known as Devils of the Woods. They are mother to serpents, and are said to be able to be able to spread plagues by simply being looked at. They are consistently surrounded by any number of serpents, and can often call upon them when attacked, or when they spot suitable prey for their children.
Ajatars spreads disease and pestilence, any that look at them leads to illness. They worship Tiamat, mother of the gods and goddesses.
Ajatarras look like large winged snakes (some have feathered wings, some are leathery and batlike), with some draconic features. They can range in length from 10 to 20 feet, and weigh from 200 to 400 pounds.
| Ajatarra | |
| Large fey | |
| Hit Dice | 12d6+12 (54 hp) |
| Initiative | +7 |
| Speed | 20 ft. (4 squares), Climb 20 ft., Swim 20 ft., fly 40 ft. (good) |
| Armor Class | 16 (-1 size, +3 Dexterity, +4 Natural), touch 12, flat-footed 13 |
| Base Attack/Grapple | +6/+12 |
| Attack | Bite +9 melee (1d6+3 plus poison) |
| Full Attack | Bite +9 melee (1d6+3 plus poison) plus 2 wings +4 melee (1d8+1) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Poison, sickening gaze, constrict 1d8+10, improved grab, summon snakes |
| Special Qualities | Damage Reduction 10/cold iron, Low-Light Vision |
| Saves | Fort +4, Ref +11, Will +9 |
| Abilities | Strength 17, Dexterity 17, Constitution 13, Intelligence 10, Wisdom 12, Charisma 17 |
| Skills | Balance +13, Climb +21, Handle Animal +18, Hide +13, Listen +13, Move Silently +13, Spot +18, Swim +21 |
| Feats | Ability Focus(sickening gaze), Alertness, Improved Initiative, Weapon Focus(bite) |
| Environment | Cold Forests |
| Organization | Solitary, or nest (one ajatarra plus 4-10 constrictor snakes and/or vipers) |
| Challenge Rating | 8 |
| Treasure | Standard |
| Alignment | Always Chaotic Evil |
| Advancement | 13-16 HD (Large); 17-36 HD (Huge) |
| Level Adjustment | – |
Combat
In combat, Ajatarra prefer to stay back and subject its opponents to its sickening gaze while their snake minions (summoned or otherwise) attack them on the frontlines. When forced to, though, they will often try to grapple and constrict physically weaker opponents.
Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d6 Constitution. The save DC is Constitution based.
Sickening Gaze (Su) The gaze of an Ajatarra inflicts disease upon the weak of body; anyone caught looking at an Ajatarra is affected by a Contagion spell (chosen randomly), except the Fortitude DC for any of them is 21 instead of the listed value. The (modified) save DC is Charisma-based. Snakes are immune to this gaze attack.
Constrict (Ex) On a successful grapple check, an Ajatarra deals 1d8+10 points of damage.
Improved Grab (Ex) To use this ability, an Ajatarra must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Summon Snakes (Su) Ajatarra can control snakes, and can call upon them for aid; as a standard action once per day, they can summon 1d8 medium vipers, 1d4 constrictor snakes, or one giant constrictor snake. They arrive immediately.
Skills An Ajatarra has an +8 racial bonus to Handle Animal checks when dealing with snakes.
Ajatar, Spawned Daughter

Medium Fey (Hag, Mythic), Chaotic Evil
CR: 7 | XP: 3,200 | Alignment: CE
Init: +4 | Senses: Darkvision 60 ft.; Perception +16
Aura: Toxic Presence 10 ft. (5d6 poison/round, DC 21 Fort half)
DEFENSE
AC: 20, touch 13, flat-footed 17 (+4 Dex, +7 natural, +1 size)
HP: 85 (10d8+40)
Fort +10, Ref +8, Will +9 | DR: 5/magic | Immune: psychic | Resist: poison 10 | SR: 16
OFFENSE
Speed: 30 ft., climb 20 ft., swim 20 ft.
Melee: Claw +12 (2d6+3 +2d6 poison), Bite +12 (2d8+3 + Venomous Curse)
Venomous Curse (Su): DC 21 Fort; poisoned 1 min, taking 4d6 poison/round (save ends).
Spell-Like Abilities (CL 7th; concentration +11):
- At will: Poison Spray, Minor Illusions
- 2/day: Hold Person, Ray of Enfeeblement, Plant Growth
- 1/day: Blight, Insect Plague, Fear
Mythic Abilities
Fey Presence (Su): 15 ft.; DC 21 Will or frightened and poisoned 1 round
Toxic Aura (Su): 10-ft aura; creatures take 5d6 poison/round, DC 21 Fort half
Mythic Defiance (Su, 1/day): When reduced to 0 HP, regain 40 HP and gain 1 legendary action
STATISTICS
Str 16, Dex 14, Con 18, Int 14, Wis 16, Cha 18
Base Atk +7; CMB +11; CMD 23
Feats: Improved Initiative, Multiattack, Combat Reflexes, Weapon Focus (Claw)
Skills: Bluff +15, Diplomacy +14, Perception +16, Stealth +12, Spellcraft +11, Knowledge (Nature) +12
TACTICS
- Ambush from forest cover, using poison and minor spells first.
- Focus attacks on isolated or high-value targets.
- Use terrain to block or funnel opponents.
- Retreat strategically if overwhelmed.
Ajatar, the First Serpent of Rot

Large Fey (Hag, Mythic), Chaotic Evil
CR: 18 (Mythic 20) | XP: 102,400 | Alignment: CE
Init: +6 | Senses: Darkvision 120 ft., Perception +23 | Aura: Toxic Aura 20 ft. (10d6 poison/round, DC 28)
DEFENSE
AC 32, touch 17, flat-footed 29 (+6 Dex, +15 natural, +1 size)
HP 320 (21d10+189)
Fort +20, Ref +15, Will +18; DR 10/magic; Immune psychic; Resist poison 20, bludgeoning/piercing/slashing 10; SR 28
OFFENSE
Speed 40 ft., climb 30 ft., swim 30 ft.
Melee Claw +27 (2d6+12 +5d6 poison), Bite +27 (2d8+12 + Toxic Curse)
Toxic Curse (Su) DC 28 Fort; poisoned 1 min, 6d6 poison/round (save ends)
Legendary Strike (Ex) can make 3 attacks per round as full-round action
Summon Venomous Beasts (Sp, 1/day) summons 1d4 CR 1 minions
Spell-Like Abilities (CL 18th; concentration +24)
At will: Druidcraft, Poison Spray, Shillelagh
3/day: Call Lightning, Contagion, Dominate Animal, Plant Growth, Hold Monster
1/day: Blight, Cloudkill, Insect Plague, Wall of Thorns, Control Water, Foresight
Mythic Abilities
Fey Presence (Su) 30 ft.; DC 28 Will or frightened and poisoned 1 round
Toxic Aura (Su) 20-ft aura; creatures take 10d6 poison/round, DC 28 Fort half
Mythic Defiance (Su, 1/day) when reduced to 0 HP, regain 150 HP and gain 3 legendary actions
STATISTICS
Str 26, Dex 14, Con 24, Int 18, Wis 20, Cha 26; Base Atk +21; CMB +33; CMD 46
Feats: Improved Initiative, Weapon Focus (Claw), Multiattack, Greater Spell Focus (Necromancy), Toughness, Combat Reflexes
Skills: Bluff +30, Diplomacy +28, Perception +23, Stealth +22, Spellcraft +24, Knowledge (Nature) +24
Lair (Optional)
Blighted Ground 20 ft. radius: difficult terrain, creatures take 10d6 poison/round (DC 28 Fort half)
Poisonous Fog 15 ft. radius: creatures take 10d6 poison/round (DC 28 Fort half)
Summon 1d4 venomous beasts per round
Venomous Beasts (CR 1)
Small/Medium Fey or Beast, CE; AC 13, HP 27 (6d6+6); Bite +5 (1d8+3 +2d6 poison); Venom Spray 10-ft cone (DC 12 Fort, 9 [2d8] poison + poisoned 1 round)
Tactics
Ajatar corrupts terrain, summons minions, targets spellcasters first, and uses Mythic Defiance to survive lethal blows.
Regional Effects
Within 6 miles: wildlife becomes venomous, plants twist, water fouls; fades 1d6 days after her death or departure.
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