Serpentfolk
To the serpentfolk, the pursuit of knowledge and magic is the highest goal. Their legends speak of how humanity rose to power only through the theft of serpent magic, a legend that may form the basis of the hatred toward humanity most serpentfolk harbor. They view themselves as the undisputed masters of magic, be it arcane or divine. Yet despite this, the majority of serpentfolk today are degenerates who have devolved to the point of primeval savagery and have lost much of their magical legacy—more civilized serpentfolk generally regard these degenerates with shame and disdain.
Serpentfolk are 6 feet tall and weigh 120 pounds. Degenerates are only 5 feet tall but weigh 200 pounds. All serpentfolk are quite long-lived, and generally live to the age of 500.
Advanced Serpentfolk
When a serpentfolk gains class levels, several of its abilities increase as well, as detailed below.
- Spell Resistance equals total Hit Dice + 10.
- Poison bite save DC equals 10 + Con modifier + 1/2 total Hit Dice.
- When it is 4th level in any class combination, it gains two spell-like abilities usable once per day each: dominate person and major image. When it reaches 9th level in any combination, it gains two more usable once per day each: mass suggestion and teleport.
- A serpentfolk's racial ability score modifiers are as follows: Str –2, Dex +10, Con +6, Int +8, Wis +4, Cha +6.
Degenerate Serpentfolk
Degenerate serpentfolk possess the same statistics as normal serpentfolk, save for the following adjustments.
- They have no spell-like abilities.
- They lose the +4 racial bonus on Use Magic Device checks, but gain a +4 racial bonus on Perception checks.
- Their natural armor bonus increases from +3 to +7.
- They have the following ability score modifiers: Str +10, Dex +2, Con +8, Int –6 (minimum 3), Wis +2, Cha –4. A typical degenerate serpentfolk's ability scores are Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6.
- HP
- 42 (5d10+15)
- AC
- 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
- Speed
- 30 ft.
- Init
- +9
- Melee
- mwk dagger +11 (1d4-1/19-20), bite +5 (1d6-1 plus poison)
- BAB
- +5
- CMB
- +4
- CMD
- 19
- Fort
- +6
- Ref
- +9
- Will
- +6
- SR
- 15
- Racial Modifiers
- +4 Use Magic Device, +8 Escape Artist
Weapons: Simple
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Acrobatics +10, Disguise +8, Escape Artist +18, Knowledge (arcana) +9, Perception +10, Sense Motive +7, Spellcraft +9, Use Magic Device +12
- Type
- Monstrous Humanoid
- Alignment
- NE
- Size
- Medium
- Environment
- any land (usually jungles or underground)
- Organization
- solitary, pair, or cult (3-12)
- Treasure
- NPC gear (masterwork dagger, other treasure)
- Senses
- darkvision 60 ft., scent; Perception +10
- Languages
- Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
- Source
- Bestiary 2
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Disguise Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blur (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirror Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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