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The Theatre of Python

One-Shot · 6 Players · Level 10 · ~3–3.5 Hours · Rescue the True Pythia · Slay Python's Descendant

📜 Session Summary

Style Urban-Civic Rescue / Boss Hunt — Sacred Way Ambush → Oracle Audience → Branching Prep → Two-Phase Theatre Boss
Win Condition Rescue and protect Kleodora, the Pythia and defeat Python the Green Coil through its Shed-Bone transformation in the Theatre of Delphi
Setting Gulf harbor approach → switchback Sacred Way → Temple of Apollo → Castalian Spring on Mount Parnassus → Theatre of Delphi (orchestra, koilon, skene)
Atmosphere Pilgrim crowds thinning to frightened silence · serpent cult marks on sacred stone · prophecy spoken through trembling lips · stone seats waiting for an audience that will never come
Materials Laurel crowns, bronze tripods, Castalian spring-water, stage-weights, Apollo sun-mirror, bronze netting, shed serpent-skin, omphalos stone at orchestra center, temple charm on laurel cord
Tone Mythic rescue against an ancient curse — Apollo's victory over Python was never permanent; the party must finish what the god began before the navel of the world is swallowed
Players 6 × Level 10
Est. Duration 3–3.5 hours
Encounters 3 (Enc. 1–2 Hard · Enc. 3 Deadly · Enc. 2 branches)

Description

The party lands near Delphi by Gulf approach and climbs the Sacred Way toward Apollo's sanctuary — but a brood of Pythonides — serpent-blooded monstrosities (use yuan-ti statistics; Greek-named children of Python) — has blocked the road, turning pilgrim stalls into ambush points and the cliff switchbacks into serpent dens. Unlike the false oracle investigated in Judgment at Delphi, this crisis is simpler and more urgent: the true Pythia still speaks, and what she speaks is terror.

At the Temple, Kleodora delivers a prophecy in a voice not her own: Python's blood returns to reclaim the navel of the world. She urges the party toward the Castalian Spring where the brood gestated — but sharp eyes can see the threat is already descending toward the Theatre, where drama once honored the gods and where a descendant of the primordial serpent means to devour the omphalos at center stage.

The Castalian Coil-Charm is the party's temple relic: a bronze serpent around a spring-drop that binds brood-magic, stages the shed, and turns Apollo's light against scales that should have died millennia ago.

Handouts

"Where Castalia's coil meets Apollo's light, bind the brood before the shed — or the navel drinks serpent-blood at dusk." — Castalian Coil-Charm (22 words, inscribed on the reverse)
DM Only — Castalian Coil-Charm Payoffs by Act:

Enc. 1 (Sacred Way): Bearer has advantage on one save vs. poison from snake-themed enemies per short rest. Showing the charm to frightened pilgrims (Persuasion DC 12) clears a path past one Pythonide checkpoint.

Audience / Enc. 2: Kleodora recognizes the charm and presses it into the party's hands if they do not already have it. Religion DC 14 confirms it is keyed to the shed-transition — not a weapon, but a timing tool.

Enc. 3 — Green Coil: When the serpent sheds (0 HP or ≤25% HP trigger), bearer may use an action: Green Coil loses 1 Legendary Resistance and takes 20 radiant damage.

Enc. 3 — Shed-Bone: Once per fight, force Shed-Bone to reroll one attack or save. Branch B oil-priming via charm smears Castalian oil on the orchestra without spending round-1 action.

Key NPCs

👤

Kleodora, the Pythia — True Oracle · Neutral Good · Rescue objective

Kleodora is the genuine voice of Apollo at Delphi — not the false oracle of other intrigues. She speaks prophecy through trance, and today's vision has left her hands shaking. She believes Castalia is the serpent's womb. Secret: her waking visions show the Theatre, not the spring — she glances downhill whenever "Castalia" is spoken (Insight DC 14). DC 16 Persuasion gets her to admit the brood may already be moving on the skene road. RP hook: If protected through Enc. 3, she grants a personal prophecy (DM fiat) and blesses the Castalian Coil-Charm permanently.

📜

Hierophant Menos — Temple Elder · Lawful Good

Menos meets the party at the harbor with olive wreaths and bad news: the Sacred Way is not safe. He wants the party to purify Castalia because that is what temple doctrine demands. Secret: he found shed skin in the theatre props cellar three days ago and said nothing. DC 15 Persuasion or Evidence from Revelation checks unlocks Branch B awareness through him. RP hook: DC 14 Religion identifies Python-brood marks on captured Pythonides as pre-Apollo revival; he will assign Philon and two guards to Branch B trap prep.

🛡

Philon, Temple Guard Captain — Lawful Good · Ally

Philon is a broad-shouldered veteran who trusts Kleodora absolutely. He escorts the party up the Sacred Way if they parley through Enc. 1 peacefully, and commands temple guards during Branch B. In Enc. 3 he holds the skene doors unless ordered otherwise. Secret: his sister died of serpent bite on pilgrimage — he fights Python spawn with advantage on first attack each round.

Encounter 2 Branches (choose after Pythia audience)

BranchHow to chooseEnc. 2 shapeEnc. 3 payoff
A — Ascent to Castalia Follow Pythia's counsel; no Revelation success; or party insists on investigating the spring Mount Parnassus climb, cliff vipers, brood scouts; empty fouled spring; race-back challenge Theatre starts with Pythonides present and Pythia exposed unless race-back succeeds
B — Trap the Theatre Revelation checks (DC 14–16) or Menos's confession; party realizes serpent comes to them Acquire trap materials; optional fight vs. early Pythonide Skene-Binders 2–3 environmental interactions primed (weight drop, oil zone, sun-mirror ready)

Both branches converge on Enc. 3. Branch B is shorter but requires smart prep; Branch A delivers lore and costs time.

Session Rewards

Keepable prizes earned by completing (or excelling at) this session. One character claims each reward unless noted. Full cards are under Reward Cards.

RewardDescriptionCriteria
Castalian Coil-CharmLaurel-cord charm that binds brood-magic and stages a serpent's shed.Rescue Kleodora and defeat Python through both living and Shed-Bone phases in the Theatre of Delphi.

Creature / Enemy List

Pythonides are yuan-ti reskins: poison-immune, magic-resistant serpent-folk who claim descent from the primordial Python. They are not human cultists in scales — treat them as monstrosities.

Creature / EnemyEasyMediumHardNotes
Pythonide Hierophant011Enc. 1 leader
Pythonide Coilborn234Enc. 1
Sacred Way Adder Swarm122Enc. 1
Parnassus Cliff Viper234Enc. 2A
Pythonide Skopos122Enc. 2A
Pythonide Skene-Binder234Enc. 2B
Python the Green Coil1 adj.11Enc. 3 Phase 1
Python the Shed-Bone—11Enc. 3 Phase 2 (same creature)
Brood Coil-Serpent012Enc. 3 optional Deadly padding
Kleodora, the Pythia—11Rescue objective
Philon—11Ally Enc. 2B / 3

Major Beats

  • Gulf Landing. Hierophant Menos greets the party; pilgrims report Pythonide roadblocks. Hook: reach the Temple, hear the prophecy, stop Python's blood.
  • Encounter 1 — Sacred Way Coils. Switchback ambush: 1× Pythonide Hierophant + 4× Pythonide Coilborn + 2× Adder Swarms ≈ 10,800 XP Hard. Non-combat bypass via Nature/Stealth, pilgrim Persuasion, or Religion on Pythonide brood-marks.
  • Audience with the Pythia. Prophecy, Castalia counsel, Revelation checks DC 14–16. Failure still permits Branch A; success unlocks Branch B.
  • Encounter 2 — Branch A or B. Hard (~50–60 min): Castalia ascent + race-back, OR theatre trap prep + optional Skene-Binder fight.
  • Plot Reveal — The Empty Shed (Branch A). At Castalia the party finds Python's (or its brood's) massive shed skin — warm, hours old, trail leading downhill. The spring was never the nest; it was the dressing room. Race back to the Theatre.
  • Encounter 3 — Theatre of Delphi. Deadly two-phase boss: Green Coil → Shed-Bone. Protect Kleodora. Environmental interactions and Branch B primed traps. ≈ 16,800 XP budget with optional brood serpents.
  • Resolution & Loot. Pythia saved + serpent destroyed: omphalos secured. Harvest shed skin / corpse / skeleton into Shedskin armor and bone weapons (see Python Loot table). Pythia dies: pyrrhic victory — prophecy silences for a generation.

Encounter 1 — Sacred Way Coils

Hard  ·  ~40–45 min  ·  Combat avoidable · APL10 ≈ 10,800 XP

The Sacred Way climbs in switchbacks above the Gulf, pilgrim stalls nailed to the cliff face like barnacles. Incense should sweeten the air; instead it smells of musk and rotting eggs. A woman selling clay omphaloi screams and flees — and from behind a tripod stall, bronze scales flash. The Pythonide Hierophant steps into the road with four bronze-scaled Coilborn and two writhing sacks that burst into adder swarms. "Python's blood remembers," he hisses. "The navel will drink."

Overview

Harbor → Sacred Way ambush. Snake-themed enemies only. Win: reach the Temple with casualties acceptable; ideal: arrive with pilgrims vouching for the party and Pythonides routed.

Creatures — APL10 Hard

  • 1× Pythonide Hierophant (CR5 · 1,800 XP)
  • 4× Pythonide Coilborn (CR2 · 450 XP each)
  • 2× Sacred Way Adder Swarm (CR3 · 700 XP each)
  • Total base XP: 1,800 + 1,800 + 1,400 = 5,000 × multiplier 2.0 ≈ 10,800 — Hard

Win / Fail

  • Win: Break the blockade; reach Temple for Pythia audience
  • Partial: Fight through but lose pilgrim goodwill — Persuasion DCs +1 in Temple
  • Fail: Party routed back to harbor; Pythonide Hierophant reinforces Enc. 2B with +2 Skene-Binders

🗺 Terrain & Features

Sacred Way Switchbacks: 120×80 ft. scene across two switchback levels connected by stone stairs (difficult terrain if running). Cliff Edge: 60-ft. drop on east side; shove risk. Pilgrim Stalls: half cover; can be overturned (Athletics DC 13) for 3/4 cover but blocks path. Serpent Dens: narrow alcoves — Nature DC 14 identifies safe bypass route (skips one swarm).

Easier (APL 8–9): 3 Coilborn, 1 swarm; Pythonide Hierophant loses 4th-level spells. Harder (APL 11–12): +1 swarm; Pythonide Hierophant gains second use of Poison Fang.

Mechanics

Non-Combat Options
  • Nature or Stealth DC 14 (group): Identify dens and bypass one Adder Swarm entirely — approach Pythonide Hierophant from above with surprise round.
  • Persuasion DC 13 with frightened pilgrims: Pilgrims distract coilborn (one coil-acolyyte peels off); advantage on first social check at Temple.
  • Religion DC 14: Recognize Python-brood ouroboros marks — reveal Pythonide Hierophant as brood-leader; advantage on Intimidation to force parley (he flees at half HP).
  • Showing Castalian Coil-Charm: Pythonides hesitate 1 round; Persuasion DC 12 to pass one checkpoint without fight.
Combat Path
  • Swarms occupy stalls and stairs; coilborn form coiled guard pairs (+1 AC).
  • Pythonide Hierophant opens with spirit guardians (snake forms) and supports with hold person on frontliners.
  • Capturing the Pythonide Hierophant alive: DC 15 Intimidation when bloodied yields intel on Theatre approach (advantage on Revelation checks).

Resolution

Peaceful / Bypass
Temple welcomes party; Menos already heard rumors — audience with Pythia begins within 10 minutes.
Combat Victory
Pilgrims cheer; Kleodora knows the party by name before they enter. Coil-Charm offered if not already held.

Creature Cards

⚔

Pythonide Hierophant

Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 16 (scale mail)  |  HP 97 (13d8+39)  |  Speed 30 ft., climb 30 ft.

14 (+2)STR
16 (+3)DEX
16 (+3)CON
12 (+1)INT
15 (+2)WIS
14 (+2)CHA

Skills: Arcana +4, Deception +5, Religion +5, Stealth +6  |  Saves: Wis +5, Cha +5

Python-Brood Marks. Religion DC 14 recognizes coiled-ouroboros brands — cult of Python's blood, not Apollo.

Serpent Tongue. Can communicate with snakes; allied reptiles within 60 ft. have advantage on attack rolls vs. frightened foes.

Spellcasting. 8th-level cleric (Python domain): DC 13, +5 to hit. Cantrips: poison spray, thaumaturgy. 1st (4): command, inflict wounds, sanctuary. 2nd (3): hold person, spiritual weapon (serpent). 3rd (3): bestow curse, spirit guardians (snake forms). 4th (2): banishment, guardian of faith.

Multiattack. Two fang-dagger attacks or one dagger and Poison Fang.

Fang-Dagger. +6 to hit, reach 5 ft. Hit: 6 (1d4+3) piercing + 7 (2d6) poison.

Poison Fang (Recharge 5–6). 15-ft. cone; DC 14 Constitution save or 14 (4d6) poison and poisoned until end of the Hierophant's next turn.

⚔

Pythonide Coilborn

Medium Monstrosity (Pythonide), Neutral Evil · CR 2 (450 XP) · yuan-ti pureblood reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 14 (hide, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

13 (+1)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Skills: Athletics +3, Religion +3, Stealth +4

Coiled Guard. While within 5 ft. of another Pythonide Coilborn, +1 AC.

Fanatic. Advantage on saves vs. being charmed or frightened.

Multiattack. Two scimitar attacks.

Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.

Javelin. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

⚔

Sacred Way Adder Swarm

Large Swarm of Tiny Beasts, Unaligned · CR 3 (700 XP)

AC 13  |  HP 52 (8d10+8)  |  Speed 30 ft., swim 30 ft., climb 30 ft.

12 (+1)STR
16 (+3)DEX
12 (+1)CON
1 (−5)INT
10 (+0)WIS
3 (−4)CHA

Damage Resistances: bludgeoning, piercing, slashing  |  Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Swarm. Can occupy another creature's space and vice versa. Moves through any opening large enough for a Tiny snake.

Python Scent. Creatures that fail a DC 13 Wisdom save when first entering the swarm's space have disadvantage on saves vs. poison until end of their next turn.

Bites. +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing, or 7 (2d6) if the swarm has half HP or fewer. DC 13 Constitution save or 10 (3d6) poison.


Between Encounters — Audience with the Pythia

Roleplay  ·  ~20–25 min  ·  Branch selection

The Temple of Apollo smells of laurel smoke and fear. Kleodora sits on the tripod, eyes rolled white, speaking words that scrape the air: "Python's blood returns to reclaim the navel of the world. Castalia's waters are fouled; the brood that gestated in Parnassus hungers for the stone where gods spoke." She seizes a player's wrist — her eyes clear, briefly human. "Go to Castalia. Purify the spring. Please." Behind her, Philon watches the skene road through a colonnade window.

Prophecy & Backstory (DM Read-Aloud)

  • Apollo slew Python and claimed Delphi; a descendant has gestated in Castalia's caves for generations, fed by Pythonides who believe the navel belongs to the serpent.
  • Castalia's waters run yellow-green; fish float belly-up. Temple doctrine says purify the spring.
  • Kleodora's trance-words are genuine — but her conscious fear points elsewhere.

Revelation Checks — Theatre Awareness (Branch B)

  • DC 14 Investigation: Fresh scrape-marks on theatre wagon wheels in the Temple courtyard; mud from skene slope, not Castalia.
  • DC 15 Insight: Kleodora flinches when Castalia is named but whispers "theatre" in sleep.
  • DC 15 Survival: Shed scale caught on a laurel bough — trail leads down toward the Theatre, not up to Castalia.
  • DC 16 Religion: Python cult liturgy says the omphalos must be swallowed "where mortals watched gods enacted" — the Theatre.

One success: party may choose Branch B knowingly. Two+ successes: advantage on Branch B trap-prep checks and Menos confesses unprompted. Failure on all: Branch A as written — still winnable.

DM Payoff: This scene differentiates the session from Judgment at Delphi (false oracle investigation). Here the oracle is true; the urgency is physical rescue. Let players debate Castalia vs. Theatre — both paths are valid.

Encounter 2 — Branching Preparation

Hard  ·  ~50–60 min  ·  Run one branch · Skill challenge + optional combat

Delphi holds its breath. Either the party climbs toward Castalia's fouled spring — or they race through the lower sanctuary gathering stage-weights, bronze mirror, Castalian oil, and netting to turn the Theatre into a trap. The serpent is moving. Every minute costs something.

Branch A — Ascent to Castalia

Climb Mount Parnassus on goat paths and broken stairs. Skill challenge: 4 successes before 3 failures (DC 15 Athletics, Acrobatics, Survival). Failures cause rockfalls (2d6 bludgeoning, Dex DC 14 half) or alert brood scouts.

  • Encounters on ascent: 2–4 Parnassus Cliff Vipers (ambush) + 2 Pythonide Skopos if party failed 2+ climb checks.
  • At the spring: Run the plot reveal below, then the race back.
  • Race Back: Group skill challenge 4 successes before 3 failures (DC 15 Athletics, Acrobatics, Survival). Failure: Enc. 3 starts with Pythia bound on orchestra and +2 Pythonide Skene-Binders present.
Non-Combat Options
  • Survival DC 14: shortcut saves one race-back check but skips viper warning — surprise round against party.
  • Collect fouled Castalian water (vial): primes orchestra oil interaction in Enc. 3 without Branch B prep.
  • Harvest shed skin here (see Python Loot) — enough raw material for 1–2 Shedskin items after Delphi's smiths work it; rushing downhill means they craft after Enc. 3 unless a PC spends a short rest and a smithing kit (DC 15).

Plot Reveal — The Empty Shed

The Castalian Spring should glitter. Instead the pool is clouded green-black, and the air tastes of musk and copper. Laurel roots grip a cave mouth above the water — and from that mouth pours a river of cast-off scales, thirty feet of translucent emerald hide still warm to the touch, crumpled like a discarded costume. No living serpent waits here. Only the ghost of one that already left.

The shed skin lies in folds thick as a ship's sail. Nested inside the largest coil is a second, smaller cast — a brood-mate's molt, or a child's — and both point the same direction: down the mountain, toward Delphi's stone bowl. Wet drag-marks score the limestone. Something enormous dressed itself for the stage… and walked downhill to claim the omphalos. — Read aloud when the party reaches Castalia
DM Only — What this reveal means:

Kleodora (and temple doctrine) believed Castalia was the womb. It was the dressing room. Python — or a descendant large enough to wear the primordial name — molted here after gestating in fouled spring-water, then slid toward the Theatre where mortals once watched gods enacted. The party did not miss the nest; they arrived after the costume change.

Checks (optional color): Religion DC 13 — the skin is hours old, still holding residual brood-heat. Nature DC 14 — two molts: one Huge, one Large (brood or prior shed). Survival DC 12 — trail leads unmistakably to the Theatre road. Investigation DC 15 inside the cave — scratched omen on the wall in Draconic: "The navel drinks at dusk."

Emotional beat: Let the players feel the trap spring. Then cut to the race back — every failed check is the serpent getting closer to Kleodora. Branch B parties get a softer version of this reveal if they find Menos's hidden skin in the props cellar (same truth, less spectacle).
⚔

Parnassus Cliff Viper

Medium Beast, Unaligned · CR 2 (450 XP)

AC 14  |  HP 45 (7d8+14)  |  Speed 40 ft., climb 40 ft.

10 (+0)STR
18 (+4)DEX
14 (+2)CON
2 (−4)INT
12 (+1)WIS
5 (−3)CHA

Skills: Perception +3, Stealth +6

Ambush Predator. Advantage on attack rolls against creatures that have not acted yet in combat.

Parnassus Camouflage. Advantage on Stealth in rocky terrain.

Bite. +6 to hit, reach 5 ft. Hit: 8 (1d8+4) piercing + 10 (3d6) poison. DC 14 Constitution save or poisoned for 1 minute (repeat save end of turns).

⚔

Pythonide Skopos

Medium Monstrosity (Pythonide), Neutral Evil · CR 4 (1,100 XP) · yuan-ti malison scout reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales pattern like shed Python-skin.

AC 15 (studded leather)  |  HP 58 (9d8+18)  |  Speed 35 ft., climb 30 ft.

12 (+1)STR
17 (+3)DEX
16 (+3)CON
11 (+0)INT
14 (+2)WIS
10 (+0)CHA

Skills: Perception +5, Stealth +6, Survival +5

Brood Eyes. Darkvision 60 ft.; advantage on Perception checks that rely on smell.

Skirmisher. Can Disengage or Hide as a bonus action once per turn.

Multiattack. Two shortsword attacks or one shortsword and Hand Crossbow.

Shortsword. +6 to hit. Hit: 6 (1d6+3) piercing + 3 (1d6) poison.

Hand Crossbow. +6 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.

Signal Coil (Recharge 5–6). Emits a subsonic hiss audible to serpents within 1 mile — alerts the Theatre if the party failed the race-back challenge.

Branch B — Trap the Theatre

Party realizes the serpent comes to them. Acquire four materials with obstacles — or fight Pythonide Skene-Binders who arrive early to sabotage.

MaterialSourceObstaclePrep Benefit (Enc. 3)
Stage-weightsSkene loftAcrobatics DC 14 or fight 2 guards (persuade with Menos's writ)Primed weight-drop — line damage + stunned 1 round, ready round 1
Apollo bronze mirrorTemple treasuryReligion DC 15 ritual or locked door (Thieves' Tools DC 16)Sun-mirror ready — blind 1 round OR grant ally advantage
Castalian oilTemple stores (cursed)Arcana DC 14 dispel minor curse or 1d6 poison damageOrchestra oil slick primed — difficult + prone
Bronze nettingHarbor warehouseAthletics DC 15 haul; or combat vs. 4 Pythonide Skene-BindersSnare advantage on first constrict save vs. Green Coil

Prep tally: 2–3 materials primed = strong start; all 4 = netting + mirror + weight OR oil ready at initiative count 20 (before round 1). Philon + 2 guards assist if Menos assigned them.

Non-Combat Options
  • Persuasion DC 14 with temple staff: borrow mirror without curse fight.
  • Investigation DC 13 in props cellar: find Menos's hidden shed skin (proof for skeptics).
  • Stealth DC 15: observe Skene-Binders marking orchestra — learn Green Coil enters from skene center door.
⚔

Pythonide Skene-Binder

Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 15 (chain shirt)  |  HP 71 (11d8+22)  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
12 (+1)CHA

Skills: Athletics +5, Intimidation +4, Religion +4

Theatre Vanguard. Arrives early if the party lingers at Castalia or fails to prep traps. Carries stage-weights and bronze netting.

Serpent Fervor. Advantage on saves vs. poison; resistance to poison damage.

Multiattack. Three trident attacks.

Bronze Trident. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing.

Net Toss (Recharge 5–6). Ranged 15/30 ft.; DC 13 Dexterity save or restrained (escape DC 13).


Encounter 3 — Theatre of Delphi

Deadly  ·  ~60–75 min  ·  Two-phase boss · Protect the Pythia

The Theatre of Delphi opens like a stone bowl — koilon seating on three sides, the round orchestra at center with the omphalos gleaming, and the two-story skene looming with five doors like hungry mouths. Kleodora kneels at the altar-stage unless the party earned a better setup. Then the center skene doors burst open and Python the Green Coil pours forth — living emerald scales, eyes older than the city. It does not roar. It remembers.

Overview

🗺 Theatre Map

Orchestra (center): 60-ft. diameter round stage, raised 3 ft.; omphalos at center (hallowed ground — standing here grants +1 AC vs. serpent attacks). Koilon: stadium seating on north, west, south — tiered stone (movement costs double climbing up). Skene: 2-story facade on east with parodos alleys; doors: upper left/right (weights), center (serpent entry), lower side doors (half cover).

Creatures — APL10 Deadly

  • Python the Green Coil (CR11 · 7,200 XP) → transforms to Shed-Bone (CR11 · 7,200 XP, same fight)
  • Optional: 2× Brood Coil-Serpent (CR5 · 1,800 each) until Phase 2 begins
  • Budget note: Single evolving boss across phases ≈ 7,200 active + minions / action economy ≈ 16,800 Deadly

Rescue Objective

  • Kleodora on orchestra unless Branch A race-back failed (restrained, 0 HP risk)
  • Green Coil uses Crush the Oracle legendary action if adjacent path open
  • Freeing her: action + DC 14 Athletics or Thieves' Tools on bronze bonds
Phase 1

Python the Green Coil — Huge living serpent, HP ~220, LR 2. Shed at 0 HP or ≤25% HP (55 HP) with Coil-Charm interaction.

Mechanics — Environmental Interactions

No one-hit kills. Stun, advantage, and chunky damage OK. Branch B priming noted.

  • 1. Collapse Seating Section (action, Athletics DC 16 or trap primed): 20-ft. section of koilon collapses — difficult terrain, Dex DC 15 save or 4d6 bludgeoning + prone.
  • 2. Stage-Weight Drop (upper skene doors): 10-ft. line, Dex DC 16 or 6d6 bludgeoning + stunned 1 round. Branch B primed: ready round 1.
  • 3. Orchestra Oil Slick (action pour oil or Branch B primed): 30-ft. radius difficult terrain; Dex DC 14 on enter or fall prone.
  • 4. Skene Doors — half cover; bait serpent through door for advantage on next attack vs. it.
  • 5. Apollo Sun-Mirror (action aim): blind serpent 1 round (Con DC 16) OR grant ally advantage on next attack. Branch B primed: no setup action.
  • 6. Round Stage Elevation — omphalos grants +1 AC/saves vs. serpent while standing on orchestra center.
Non-Combat Options
  • Performance DC 16 (once): distract Green Coil — disadvantage on next Crush the Oracle attempt.
  • Religion DC 15: invoke Apollo's triumph — serpent loses Legendary Resistance 1 (once per fight).
  • Castalian Coil-Charm shed staging (see maguffin) — key phase transition tool.
Phase 2

Python the Shed-Bone — skeletal serpent, necrotic, HP ~190, LR 2. Same creature evolved. Oracle Hunger regen until Pythia freed.

Resolution

Victory — Pythia Lives
Shed-Bone collapses; omphalos pulses once. Delphi saved; prophecy resumes by next dawn. The Green Coil's cast-off hide (and the Shed-Bone's ribs) become the raw stock for Python Loot.
Victory — Pythia Lost
Serpent dead but oracle silenced; temple in mourning; Coil-Charm dims. Loot still available — Delphi's smiths work in silence.
TPK Risk
If party falters, Philon buys 1 round holding skene — use to trigger primed traps and rescue Kleodora.

Python Loot & Crafting

After Enc. 3 (and optionally at Castalia on Branch A), the party may find or commission items from Python's shed skin, corpse, and skeleton. Delphi's temple smiths and a traveling leatherworker can finish work overnight for a cut of the listed value (or a Religion DC 14 favor from Menos if Kleodora lives).

DM Only — Harvest rules:

Shed skin (Castalia molt and/or Green Coil shed at phase transition): enough for up to four Shedskin armor/accessory pieces from the table below. All Shedskin gear shares Python's Hide: resistance to fire, poison, and acid damage while worn/wielded.

Corpse & skeleton (after Shed-Bone falls): fangs, vertebrae, ribs, sinew, and venom glands for weapons. Enough for up to four weapons from the table.

Pacing: Offer 1–2 ready-made finds on the orchestra (DM picks), then let the party craft/commission the rest during downtime. Total party haul of 3–5 items is typical; the full table is the menu.
Loot Menu — 20 Options
# Name Type Value Physical Description Stats Game Mechanics
1 Shedskin Shield Shield 750 gp A kite of translucent emerald scales stretched over a bronze rim; light catches the under-pattern of the molt. +2 AC (shield). Weight 4 lb. Python's Hide. While wielding this shield, you have resistance to fire, poison, and acid damage. Once per short rest, as a reaction when hit by a melee attack, impose disadvantage on that attack (scales flash).
2 Shedskin Tunic Clothing / Light Armor 400 gp A sleeveless undertunic of paper-thin shed membrane, soft as silk, mottled green-gold. AC 11 + Dex. Stealth: no penalty. Weight 2 lb. Python's Hide. Resistance to fire, poison, and acid. Can be worn under other armor; if so, you gain the resistances but use the outer armor's AC (tunic does not stack AC).
3 Shedskin Jerkin Light Armor 900 gp Layered scale-hide cut like a hunter's jerkin; seams sealed with Castalian resin. AC 12 + Dex. Weight 8 lb. Python's Hide. Resistance to fire, poison, and acid. Advantage on Dexterity (Stealth) checks to hide in natural terrain.
4 Shedskin Cuirass Medium Armor 1,800 gp Overlapping molt-plates riveted into a breast-and-back shell; flexes like living skin. AC 14 + Dex (max 2). Weight 20 lb. Python's Hide. Resistance to fire, poison, and acid. While worn, you automatically succeed on saving throws against being poisoned (the condition); you still take poison damage normally unless resisted.
5 Shedskin Plate Heavy Armor 3,500 gp Full plate laminated from the thickest dorsal cast; joints articulated with vertebra rings. AC 18. Str 15 required. Disadvantage on Stealth. Weight 55 lb. Python's Hide. Resistance to fire, poison, and acid. Once per long rest, when you take fire, poison, or acid damage, reduce that instance to 0.
6 Snakecharmer's Sash Wondrous Item (waist) 1,200 gp A braided sash of green shed-strips and gold thread, tied with a fang clasp. — While worn, you have advantage on ability checks and attack rolls against beasts and monstrosities with scales (snakes, lizards, dragons, yuan-ti/Pythonides, etc.). Does not grant Python's Hide.
7 Coilbracers of the Shed Wondrous Item (arms) 800 gp Paired bracers wound from shed coils, buckled with bronze asp-heads. — Python's Hide (arms count as worn). +1 to unarmed strike damage. Once per short rest, as a bonus action, gain +2 AC until the start of your next turn (coil-guard).
8 Python's Hood Wondrous Item (head) 1,000 gp A deep hood cut from the shed's head-flap; eye-slits gleam with residual heat. — Python's Hide. Darkvision 60 ft. (or +30 ft. if you already have it). Advantage on Wisdom (Perception) checks that rely on smell.
9 Molted Mantle Cloak 1,100 gp A sweeping cloak of overlapping cast scales that whisper when you turn. — Python's Hide. As a reaction when you would be grappled or restrained by a creature, make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature's Strength (Athletics); on a success, you escape and may move 10 feet without provoking.
10 Shedskin Greaves Wondrous Item (feet) 650 gp Shin-guards and sandals scaled in shed hide; soles leave faint diamond-pattern tracks. — Python's Hide. Climbing speed equal to walking speed on natural stone and ruins. Ignore nonmagical difficult terrain caused by rubble or spilled oil.
11 Fang Dagger Simple Melee (dagger, 1-handed) 500 gp A hollow fang set in a bone hilt; venom still beads at the tip when drawn. +1 dagger. 1d4 +1 piercing, finesse, light, thrown 20/60. On hit, target takes +1d6 poison damage. Once per short rest, force a DC 14 Constitution save or poisoned until end of its next turn.
12 Bone Hammer Martial Melee (warhammer, 1-handed) 750 gp A dense cranial plate bound to a femur haft; cracks like breaking pottery. +1 warhammer. 1d8 +1 bludgeoning (1d10 versatile). On a critical hit, the target is stunned until the end of its next turn (Con DC 15 negates stun).
13 Bone Club Simple Melee (club, 1-handed) 250 gp A knobby length of spine-fused rib, wrapped in sinew for grip. +1 club. 1d4 +1 bludgeoning, light. When you hit a creature you have grappled, deal +1d6 bludgeoning. Counts as magical for overcoming resistance.
14 Venom-tipped Javelin Simple Melee/Ranged (javelin) 400 gp A javelin shaft tipped with a secondary fang and a glass venom ampule. +1 javelin. 1d6 +1 piercing, thrown 30/120. On hit, +2d6 poison damage (ampule). Has 3 charges; each hit expends 1. Recharge all charges by harvesting a Large+ serpent's venom gland and a short rest (Alchemy kit DC 13).
15 Ribcage Spear Martial Melee (spear, 1-/2-handed) 900 gp A spear shaft of linked ribs ending in a yellowed tip; still flexes slightly. +1 spear. 1d6 +1 piercing (1d8 versatile), thrown 20/60. Reach extends to 10 ft. while you wield it in two hands. Once per short rest, as an action, pin a Large or smaller creature (Athletics contested); restrained until escape (DC 14).
16 Vertebral Flail Martial Melee (flail, 1-handed) 850 gp Three vertebrae chained on sinew, each studded with tooth-shards. +1 flail. 1d8 +1 bludgeoning. Ignores half and three-quarters cover. On hit against a shielded foe, the target cannot benefit from its shield's AC until the start of your next turn.
17 Serpentspine Longbow Martial Ranged (longbow, 2-handed) 1,400 gp A recurve bow of laminated spine and sinew; the grip is wrapped in shed skin. +1 longbow. 1d8 +1 piercing, ammo 150/600, heavy, two-handed. Ammunition fired from this bow deals +1d4 poison damage. While holding the bow, you have advantage on initiative if any scaled enemy is within 60 feet.
18 Broodfang Scimitar Martial Melee (scimitar, 1-handed) 1,000 gp A curved blade forged around a split fang edge; Pythonide Coilborn steelwork. +1 scimitar. 1d6 +1 slashing, finesse, light. When you hit a creature that is poisoned or frightened, deal +1d8 slashing. Once per long rest, hiss a threat (bonus action): one creature within 30 ft. that can hear you makes a Wis DC 14 save or is frightened until end of its next turn.
19 Asp-Tooth Shortsword Martial Melee (shortsword, 1-handed) 600 gp Twin short blades for off-hand work — each a filed fang on a bone tang (sold as a matched pair; stats for one). +1 shortsword. 1d6 +1 piercing, finesse, light. If you hit the same creature with this weapon twice on your turn, the second hit deals +2d6 poison and the target has disadvantage on its next Constitution save before the end of your next turn.
20 Poison-Gland Sling Simple Ranged (sling, 1-handed) 350 gp A sling pouch stitched from a venom sac; stones leave a green smear in flight. +1 sling. 1d4 +1 bludgeoning, ammo 30/120. On hit, target takes +1d4 poison and must succeed on a DC 13 Constitution save or be blinded until the start of your next turn (spray). 6 doses; reload by milked gland + short rest.
Gag Item — Optional Find
Iliada Jones' Whip  ·  Martial Melee (whip, 1-handed)  ·  1,250 gp

Physical: A long whip braided from the sinews of a great serpent's corpse, tip weighted with a polished fang. A battered explorer's hat is usually found nearby — or already on someone's head.

Stats: +1 whip. 1d4 +1 slashing, finesse, reach.

Hat Proficiency. You have proficiency with this weapon for as long as you are wearing a hat (any hat). Lose the hat, lose the proficiency until you put one back on.

Thorn-Lash (3/day). As an action, make a special melee spell attack using your melee attack bonus or spell attack bonus (your choice) against a creature within 30 feet. On a hit: 2d6 piercing damage, and if the creature is Large or smaller, you pull it up to 10 feet closer to you. (Limited-use secondary effect in the spirit of thorn whip.)

Utility Coil. The whip can be used as a 30-foot rope / grappling line: swing across gaps of 15 feet or less (Athletics or Acrobatics DC 12), aid climbing (+5 circumstance to one climb check per short rest), rescue a falling ally within 30 feet (reaction, Athletics DC 14 to arrest the fall), or snatch an unattended object within 15 feet (bonus action, contested if held).

Quote: "I hate snakes…" ~Iliada Jones

Creature Cards

☠

Python the Green Coil

Huge Monstrosity, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 1

AC 17 (natural armor)  |  HP 220 (21d12+84)  |  Speed 40 ft., swim 40 ft., climb 40 ft.

22 (+6)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
14 (+2)WIS
8 (−1)CHA

Saves: Str +10, Con +9, Wis +7  |  Skills: Perception +7, Stealth +7  |  Resistances: poison; Immunities: poisoned

Legendary Resistance (2/Day). Turn a failed save into a success.

Python's Blood. Descendant of the serpent Apollo slew; hungers for the omphalos — the navel-stone beneath the orchestra.

Shed Trigger. At 0 HP or when explicitly triggered at ≤25% HP (55 HP), the Green Coil sheds skin and flesh, becoming Python the Shed-Bone with full HP (phase transition — not a second unrelated boss).

Castalian Coil-Charm Weakness. If a bearer uses the charm (see maguffin), the Green Coil has disadvantage on its next attack roll or save vs. that character.

Multiattack. Bite and Constrict, or Bite twice.

Bite. +11 to hit, reach 15 ft. Hit: 17 (2d10+6) piercing + 10 (3d6) poison.

Constrict. +11 to hit, reach 10 ft., one Large or smaller creature. Hit: 15 (2d8+6) bludgeoning; grappled (escape DC 18). Until grapple ends, target restrained and takes 10 (2d8+6) bludgeoning at start of Green Coil's turns.

Coil Surge (Recharge 5–6). 30-ft. line, 10 ft. wide; DC 17 Dexterity save or 28 (8d6) bludgeoning and pushed 15 ft. and prone.

Slither (Cost 1). Moves up to half speed without provoking.

Bite (Cost 1). One bite attack.

Crush the Oracle (Cost 2). If within 15 ft. of the Pythia, forces her to move 10 ft. toward the orchestra (Wisdom DC 15 negates) and makes one constrict attack against her with advantage.

☠

Python the Shed-Bone

Huge Undead, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 2

AC 16 (bone plates)  |  HP 190 (20d12+60)  |  Speed 40 ft., climb 40 ft.

20 (+5)STR
12 (+1)DEX
16 (+3)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

Saves: Str +9, Con +7, Wis +6  |  Immunities: poison, necrotic  |  Resistances: bludgeoning, piercing, slashing from nonmagical

Legendary Resistance (2/Day). Turn a failed save into a success.

Shed-Bone Form. Necrotic venom replaces living poison; undead serpent-skeleton animated by Python's curse.

Oracle Hunger. While the Pythia is within 30 ft. and conscious, Shed-Bone regains 10 HP at the start of its turn (stops if Pythia is freed or unconscious).

Castalian Coil-Charm. Bearer can use charm to force Shed-Bone to reroll one attack or save (once per fight).

Multiattack. Bite and Bone Tail, or two Bone Shard attacks.

Necrotic Bite. +9 to hit, reach 15 ft. Hit: 16 (2d10+5) piercing + 14 (4d6) necrotic.

Bone Tail. +9 to hit, reach 20 ft. Hit: 14 (2d8+5) bludgeoning; DC 17 Strength save or prone.

Death Rattle (Recharge 5–6). 30-ft. cone; DC 16 Constitution save or 27 (6d8) necrotic and frightened until end of next turn.

Bone Shift (Cost 1). Moves up to 15 ft. through difficult terrain without provoking.

Shard Volley (Cost 1). Ranged spell attack +9, range 60 ft.; one target takes 11 (2d10) piercing + 5 (1d10) necrotic.

Claim the Navel (Cost 2). If standing on the orchestra center, erupts necrotic energy in 20-ft. radius; DC 16 Dexterity save or 22 (4d10) necrotic and speed halved until end of next turn.

⚔

Brood Coil-Serpent

Large Beast, Neutral Evil · CR 5 (1,800 XP)

AC 15  |  HP 68 (8d10+24)  |  Speed 40 ft., swim 40 ft., climb 40 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Skills: Perception +4, Stealth +5

Brood Minion. Optional Enc. 3 add for Deadly padding — fights beside the Green Coil until it sheds.

Coiled Lunge. Can move 20 ft. as part of a bite attack without provoking.

Bite. +7 to hit, reach 10 ft. Hit: 13 (2d8+4) piercing + 7 (2d6) poison.

Constrict. +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6+4) bludgeoning; target grappled (escape DC 15). Until grapple ends, target restrained.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 10

  • Baseline. Enc. 1: Hard (~10,800 XP). Enc. 2: Hard skill/combat branch (~5,400–7,200 XP if full coilborn fight). Enc. 3: Deadly (~16,800 XP with optional 2× Brood Coil-Serpents).
  • XP thresholds (6×L10): Hard ≈ 10,800 · Deadly ≈ 16,800. Two-phase boss counts as one encounter — do not double-count Green Coil and Shed-Bone XP.
  • Skill DCs: Enc. 1 bypass DC 13–14; Revelation DC 14–16; Enc. 2 climb/race DC 15; Enc. 3 environmental DC 14–16.

Library Standard — 6 Players, Average Level 8

  • Enc. 1: 3 Coilborn, 1 swarm; Hierophant CR 4. Enc. 2: 3 climb successes needed; Skene-Binder fight 3 not 4. Enc. 3: Green Coil HP 165; no brood serpents; Shed-Bone HP 140. All DCs −1.

Easier (APL 8–9)

  • Apply Library Standard. Philon always present in Enc. 3. Branch B auto-primes 2 traps. Green Coil sheds at 0 HP only (no early trigger). Pythia starts free if any Revelation check succeeded.

Harder (APL 11–12)

  • Enc. 1: +1 swarm; Pythonide Hierophant adds banishment. Enc. 2A: scouts alert Theatre on any race-back failure. Enc. 3: 2 brood serpents + 2 Skene-Binders; Shed-Bone Oracle Hunger 15 HP/turn; environmental DCs +1.

📋 Appendix — Cards

Full stat blocks for every creature, NPC, and item in this session.

Creature Cards

⚔

Pythonide Hierophant

Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 16 (scale mail)  |  HP 97 (13d8+39)  |  Speed 30 ft., climb 30 ft.

14 (+2)STR
16 (+3)DEX
16 (+3)CON
12 (+1)INT
15 (+2)WIS
14 (+2)CHA

Skills: Arcana +4, Deception +5, Religion +5, Stealth +6  |  Saves: Wis +5, Cha +5

Python-Brood Marks. Religion DC 14 recognizes coiled-ouroboros brands — cult of Python's blood, not Apollo.

Serpent Tongue. Can communicate with snakes; allied reptiles within 60 ft. have advantage on attack rolls vs. frightened foes.

Spellcasting. 8th-level cleric (Python domain): DC 13, +5 to hit. Cantrips: poison spray, thaumaturgy. 1st (4): command, inflict wounds, sanctuary. 2nd (3): hold person, spiritual weapon (serpent). 3rd (3): bestow curse, spirit guardians (snake forms). 4th (2): banishment, guardian of faith.

Multiattack. Two fang-dagger attacks or one dagger and Poison Fang.

Fang-Dagger. +6 to hit, reach 5 ft. Hit: 6 (1d4+3) piercing + 7 (2d6) poison.

Poison Fang (Recharge 5–6). 15-ft. cone; DC 14 Constitution save or 14 (4d6) poison and poisoned until end of the Hierophant's next turn.

⚔

Pythonide Coilborn

Medium Monstrosity (Pythonide), Neutral Evil · CR 2 (450 XP) · yuan-ti pureblood reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 14 (hide, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

13 (+1)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

Skills: Athletics +3, Religion +3, Stealth +4

Coiled Guard. While within 5 ft. of another Pythonide Coilborn, +1 AC.

Fanatic. Advantage on saves vs. being charmed or frightened.

Multiattack. Two scimitar attacks.

Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.

Javelin. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.

⚔

Sacred Way Adder Swarm

Large Swarm of Tiny Beasts, Unaligned · CR 3 (700 XP)

AC 13  |  HP 52 (8d10+8)  |  Speed 30 ft., swim 30 ft., climb 30 ft.

12 (+1)STR
16 (+3)DEX
12 (+1)CON
1 (−5)INT
10 (+0)WIS
3 (−4)CHA

Damage Resistances: bludgeoning, piercing, slashing  |  Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Swarm. Can occupy another creature's space and vice versa. Moves through any opening large enough for a Tiny snake.

Python Scent. Creatures that fail a DC 13 Wisdom save when first entering the swarm's space have disadvantage on saves vs. poison until end of their next turn.

Bites. +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing, or 7 (2d6) if the swarm has half HP or fewer. DC 13 Constitution save or 10 (3d6) poison.

⚔

Parnassus Cliff Viper

Medium Beast, Unaligned · CR 2 (450 XP)

AC 14  |  HP 45 (7d8+14)  |  Speed 40 ft., climb 40 ft.

10 (+0)STR
18 (+4)DEX
14 (+2)CON
2 (−4)INT
12 (+1)WIS
5 (−3)CHA

Skills: Perception +3, Stealth +6

Ambush Predator. Advantage on attack rolls against creatures that have not acted yet in combat.

Parnassus Camouflage. Advantage on Stealth in rocky terrain.

Bite. +6 to hit, reach 5 ft. Hit: 8 (1d8+4) piercing + 10 (3d6) poison. DC 14 Constitution save or poisoned for 1 minute (repeat save end of turns).

⚔

Pythonide Skopos

Medium Monstrosity (Pythonide), Neutral Evil · CR 4 (1,100 XP) · yuan-ti malison scout reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales pattern like shed Python-skin.

AC 15 (studded leather)  |  HP 58 (9d8+18)  |  Speed 35 ft., climb 30 ft.

12 (+1)STR
17 (+3)DEX
16 (+3)CON
11 (+0)INT
14 (+2)WIS
10 (+0)CHA

Skills: Perception +5, Stealth +6, Survival +5

Brood Eyes. Darkvision 60 ft.; advantage on Perception checks that rely on smell.

Skirmisher. Can Disengage or Hide as a bonus action once per turn.

Multiattack. Two shortsword attacks or one shortsword and Hand Crossbow.

Shortsword. +6 to hit. Hit: 6 (1d6+3) piercing + 3 (1d6) poison.

Hand Crossbow. +6 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.

Signal Coil (Recharge 5–6). Emits a subsonic hiss audible to serpents within 1 mile — alerts the Theatre if the party failed the race-back challenge.

⚔

Pythonide Skene-Binder

Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin

Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.

AC 15 (chain shirt)  |  HP 71 (11d8+22)  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
12 (+1)CHA

Skills: Athletics +5, Intimidation +4, Religion +4

Theatre Vanguard. Arrives early if the party lingers at Castalia or fails to prep traps. Carries stage-weights and bronze netting.

Serpent Fervor. Advantage on saves vs. poison; resistance to poison damage.

Multiattack. Three trident attacks.

Bronze Trident. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing.

Net Toss (Recharge 5–6). Ranged 15/30 ft.; DC 13 Dexterity save or restrained (escape DC 13).

⚔

Brood Coil-Serpent

Large Beast, Neutral Evil · CR 5 (1,800 XP)

AC 15  |  HP 68 (8d10+24)  |  Speed 40 ft., swim 40 ft., climb 40 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Skills: Perception +4, Stealth +5

Brood Minion. Optional Enc. 3 add for Deadly padding — fights beside the Green Coil until it sheds.

Coiled Lunge. Can move 20 ft. as part of a bite attack without provoking.

Bite. +7 to hit, reach 10 ft. Hit: 13 (2d8+4) piercing + 7 (2d6) poison.

Constrict. +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6+4) bludgeoning; target grappled (escape DC 15). Until grapple ends, target restrained.

☠

Python the Green Coil

Huge Monstrosity, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 1

AC 17 (natural armor)  |  HP 220 (21d12+84)  |  Speed 40 ft., swim 40 ft., climb 40 ft.

22 (+6)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
14 (+2)WIS
8 (−1)CHA

Saves: Str +10, Con +9, Wis +7  |  Skills: Perception +7, Stealth +7  |  Resistances: poison; Immunities: poisoned

Legendary Resistance (2/Day). Turn a failed save into a success.

Python's Blood. Descendant of the serpent Apollo slew; hungers for the omphalos — the navel-stone beneath the orchestra.

Shed Trigger. At 0 HP or when explicitly triggered at ≤25% HP (55 HP), the Green Coil sheds skin and flesh, becoming Python the Shed-Bone with full HP (phase transition — not a second unrelated boss).

Castalian Coil-Charm Weakness. If a bearer uses the charm (see maguffin), the Green Coil has disadvantage on its next attack roll or save vs. that character.

Multiattack. Bite and Constrict, or Bite twice.

Bite. +11 to hit, reach 15 ft. Hit: 17 (2d10+6) piercing + 10 (3d6) poison.

Constrict. +11 to hit, reach 10 ft., one Large or smaller creature. Hit: 15 (2d8+6) bludgeoning; grappled (escape DC 18). Until grapple ends, target restrained and takes 10 (2d8+6) bludgeoning at start of Green Coil's turns.

Coil Surge (Recharge 5–6). 30-ft. line, 10 ft. wide; DC 17 Dexterity save or 28 (8d6) bludgeoning and pushed 15 ft. and prone.

Slither (Cost 1). Moves up to half speed without provoking.

Bite (Cost 1). One bite attack.

Crush the Oracle (Cost 2). If within 15 ft. of the Pythia, forces her to move 10 ft. toward the orchestra (Wisdom DC 15 negates) and makes one constrict attack against her with advantage.

☠

Python the Shed-Bone

Huge Undead, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 2

AC 16 (bone plates)  |  HP 190 (20d12+60)  |  Speed 40 ft., climb 40 ft.

20 (+5)STR
12 (+1)DEX
16 (+3)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

Saves: Str +9, Con +7, Wis +6  |  Immunities: poison, necrotic  |  Resistances: bludgeoning, piercing, slashing from nonmagical

Legendary Resistance (2/Day). Turn a failed save into a success.

Shed-Bone Form. Necrotic venom replaces living poison; undead serpent-skeleton animated by Python's curse.

Oracle Hunger. While the Pythia is within 30 ft. and conscious, Shed-Bone regains 10 HP at the start of its turn (stops if Pythia is freed or unconscious).

Castalian Coil-Charm. Bearer can use charm to force Shed-Bone to reroll one attack or save (once per fight).

Multiattack. Bite and Bone Tail, or two Bone Shard attacks.

Necrotic Bite. +9 to hit, reach 15 ft. Hit: 16 (2d10+5) piercing + 14 (4d6) necrotic.

Bone Tail. +9 to hit, reach 20 ft. Hit: 14 (2d8+5) bludgeoning; DC 17 Strength save or prone.

Death Rattle (Recharge 5–6). 30-ft. cone; DC 16 Constitution save or 27 (6d8) necrotic and frightened until end of next turn.

Bone Shift (Cost 1). Moves up to 15 ft. through difficult terrain without provoking.

Shard Volley (Cost 1). Ranged spell attack +9, range 60 ft.; one target takes 11 (2d10) piercing + 5 (1d10) necrotic.

Claim the Navel (Cost 2). If standing on the orchestra center, erupts necrotic energy in 20-ft. radius; DC 16 Dexterity save or 22 (4d10) necrotic and speed halved until end of next turn.

NPC Cards

👤

Kleodora, the Pythia

Medium Humanoid (human), Neutral Good · True Oracle · NPC

AC 12  |  HP 45 (10d8)  |  Speed 30 ft.

10 (+0)STR
12 (+1)DEX
12 (+1)CON
16 (+3)INT
18 (+4)WIS
16 (+3)CHA

Skills: History +6, Insight +8, Religion +6  |  Saves: Wis +8, Cha +7

True Oracle. Unlike the false voice in Judgment at Delphi, Kleodora speaks Apollo's genuine prophecy — when she can speak at all.

Rescue Objective. If reduced to 0 HP in Enc. 3, the omphalos cracks and Shed-Bone gains Legendary Resistance (3/day) for the rest of the fight.

Prophecy (given in audience). "Python's blood returns to reclaim the navel of the world. Castalia's waters are fouled; the brood descends where mortals once watched gods enacted."

Secret. She has already seen the serpent coiling through the skene doors in a waking vision — DC 14 Insight notices she keeps glancing toward the Theatre, not Castalia.

Staff. +3 to hit. Hit: 3 (1d6) bludgeoning.

Oracle's Ward (1/day). One ally within 30 ft. gains advantage on next save vs. poison or fear.

🦅

Philon, Temple Guard Captain

Medium Humanoid (human), Lawful Good · Ally

AC 18 (breastplate, shield)  |  HP 58 (9d8+18)  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

Skills: Athletics +5, Perception +4, Religion +4

Temple Guard Captain. Loyal to Kleodora; will hold the skene doors in Enc. 3 if the party prepped Branch B.

Ally. Fights beside the party in the Theatre; prioritizes protecting the Pythia.

Multiattack. Two spear attacks.

Spear. +5 to hit. Hit: 7 (1d8+3) piercing.

Shield Wall (Recharge 5–6). Allies within 10 ft. gain +2 AC until start of his next turn.

👤

Hierophant Menos

Medium Humanoid (human), Lawful Good · Quest Anchor

Public face: elderly hierophant of Apollo's temple, laurel crown, ink-stained fingers

Quest Anchor. Greets the party at the harbor; knows the Sacred Way is blocked but believes Castalia is the serpent's lair.

Secret. Found shed skin in the theatre props store three days ago and told no one — ashamed he doubted the Pythia. DC 15 Persuasion gets him to admit it (unlocks Branch B clue).

RP Hook. DC 14 Religion: he recognizes Python-brood theology as pre-Apollo cult revival. Will lend temple guards for Branch B trap prep if party asks before ascending.

Item Cards

◈

Castalian Coil-Charm

Wondrous Item (maguffin), Unique

Appearance: bronze serpent coiled around a spring-drop, hung on a laurel cord — temple charm from Apollo's treasury

Handout Text (22 words). "Where Castalia's coil meets Apollo's light, bind the brood before the shed — or the navel drinks serpent-blood at dusk."

Enc. 1–2. Bearer has advantage on saves vs. poison from snake-themed enemies (once per short rest).

Enc. 3 — Shed Staging. As an action when the Green Coil sheds (or at ≤25% HP), bearer can force the serpent to lose one Legendary Resistance use and take 20 radiant damage.

Enc. 3 — Shed-Bone. Once per fight, force Shed-Bone to reroll one attack or save.

Branch B Prep. Castalian oil smeared on the charm can prime the orchestra oil-slick interaction without an action in round 1.

Reward Cards

Post-session keepables. Reward is the first tag. Mechanics below are for ongoing use after this oneshot.

◈

Castalian Coil-Charm

Reward · Wondrous · 1/Short Rest

Mechanics. Once per short rest, as a reaction when you or an ally within 30 feet fails a saving throw against poison or a serpentine grapple/constrict, you can force a reroll of that save. Once per long rest, as an action, choose a Huge or larger beast or monstrosity with a serpentine body within 30 feet; until the end of your next turn, it has disadvantage on attack rolls and cannot take legendary actions, as Castalian light binds its coils.

Appearance. A bronze serpent coiled around a single drop of Castalian water on a laurel cord.

Lore. Temple relic pressed into heroes' hands when Python's blood returned to the theatre.

Quote. "Where Castalia's coil meets Apollo's light, bind the brood before the shed." — Coil-Charm

Earn when: Rescue Kleodora and defeat Python through both living and Shed-Bone phases in the Theatre of Delphi.