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Serpentfolk

CR 4.00 Monstrous Humanoid NE Medium
This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent's head.

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.
STR
8
DEX
21
CON
17
INT
18
WIS
15
CHA
16
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

Great Fortitude from Feat

<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>

Weapon Finesse from Feat

<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

spell-like abilities:
At will—Disguise Self, At will—Ventriloquism, 1/day—Blur, 1/day—Mirror Image, 1/day—Suggestion
Details
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
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core

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