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Serpentfolk, Serpentfolk Bone Prophet

Serpentfolk Bone Prophet CR 11

Source Monster Codex pg. 205
XP 12,800
Advanced serpentfolk oracle 7 (Pathfinder RPG Advanced Player’s Guide 42)
NE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., scent; Perception +19


AC 23, touch 13, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +3 natural)
hp 137 (12 HD; 5d10+7d8+79)
Fort +11, Ref +11, Will +16
Immune mind-affecting effects, paralysis, poison; SR 22


Speed 15 ft.
Melee +1 quarterstaff +12/+7 (1d6+2), bite +6 (1d6 plus poison)
Spell-Like Abilities (CL 4th; concentration +9)
At will—disguise self (DC 16, humanoid form only), ventriloquism (DC 16)
1/day—blur, dominate person (DC 20), major image (DC 18), mirror image, suggestion (DC 18)
Oracle Spells Known (CL 7th; concentration +12)
3rd (5/day)—animate dead, bestow curse (DC 18), chain of perditionUC, inflict serious wounds
2nd (7/day)—dread boltUM (DC 17), false life, hold person (DC 17), inflict moderate wounds, instrument of agonyUC
1st (8/day)—cause fear (DC 16), cure light wounds, inflict light wounds, murderous commandUM (DC 16), obscuring mist, ray of sickeningUM (DC 16), shield of faith
0 (at will)—bleed (DC 15), detect magic, detect poison, guidance, light, resistance, stabilize
Mystery bones


During Combat The bone prophet enforces mental control over enemies with hold person, murderous command, and suggestion. It casts bestow curse and chain of perdition to hamper those that come too close, and uses its damaging spells and scrolls against its most dangerous opponents.


Str 12, Dex 19, Con 20, Int 18, Wis 19, Cha 20
Base Atk +10; CMB +11; CMD 26
Feats Combat Casting, Command Undead, Dodge, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Acrobatics +5 (+1 when jumping), Bluff +15, Diplomacy +15, Disguise +15, Escape Artist +10, Heal +11, Intimidate +13, Knowledge (arcana, history, religion) +17, Perception +19, Sense Motive +14, Spellcraft +18, Use Magic Device +15; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ oracle’s curse (lame), revelations (bleeding wounds, death’s touch, undead servitude [8/day, DC 18])
Combat Gear bead of force, potions of cure moderate wounds (2), potion of invisibility, scroll of greater command, scroll of slay living, wand of cure moderate wounds (10 charges); Other Gear +1 chainmail, +1 quarterstaff, cloak of resistance +1, headband of inspired wisdom +2, unholy symbol, 175 gp


Environment any land (usually jungles or underground)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.


The serpentfolk bone prophet uses its powers to control slaves and convert the dead into mindless minions. It constantly hears the otherworldly whispers of the skeletal head of its god and relays those cryptic words to its mage colleagues.

Creatures in "Serpentfolk" Category

Serpentfolk Bone Prophet11
Serpentfolk High Priest14
Serpentfolk Hunter6
Serpentfolk Illusionist8
Serpentfolk Reclaimer6
Serpentfolk Spellblade13
Serpentfolk Spy5