Archives of Nethys

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Creatures in "Serpentfolk" Category

NameCR
Serpentfolk4
Serpentfolk Bone Prophet11
Serpentfolk High Priest14
Serpentfolk Hunter6
Serpentfolk Illusionist8
Serpentfolk Reclaimer6
Serpentfolk Spellblade13
Serpentfolk Spy5

Serpentfolk, Serpentfolk Hunter

Serpentfolk Hunter CR 6

Source Monster Codex pg. 203
XP 2,400
Degenerate serpentfolk ranger 2
NE Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., scent; Perception +13

Defense

AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 66 (7d10+28)
Fort +10, Ref +10, Will +4
Immune mind-affecting effects, paralysis, poison; SR 17

Offense

Speed 30 ft.
Melee mwk scimitar +14/+9 (1d6+6/18–20), bite +8 (1d6+3 plus poison)
Ranged +1 composite shortbow +12/+7 (1d6+7/×3)
Special Attacks combat style (archery), favored enemy (humans +2)

Tactics

During Combat A serpentfolk hunter delights in silently tracking opponents using its scent ability and firing arrows from darkness while communicating telepathically with its allies. It takes advantage of ranged combat until forced into melee, when it then uses its venomous bite to capture opponents for food or enslavement.

Statistics

Str 22, Dex 17, Con 19, Int 8, Wis 11, Cha 8
Base Atk +7; CMB +13; CMD 26
Feats Great Fortitude, Improved Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus (composite shortbow)
Skills Climb +10, Escape Artist +14, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (nature) +3, Perception +13, Stealth +12, Survival +6 (+7 to identify or follow tracks), Swim +10; Racial Modifiers +8 Escape Artist, +4 Perception
Languages Aklo; telepathy 100 ft.
SQ track +1, wild empathy +1
Combat Gear +1 human-bane arrows (4), potions of cure moderate wounds (2); Other Gear +1 composite shortbow with 20 arrows, mwk scimitar, 95 gp

Ecology

Environment any land (usually jungles or underground)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

Description

Trained in tracking and slaying warmblooded humanoids—humans in particular—a serpentfolk hunter is a powerful but blunt instrument of its intelligent, ruthless masters. It’s often in the first wave of warriors sent to secure an area, and might serve as a bodyguard for a powerful serpentfolk priest or mage. In turn, it may well wield power and status over less specialized degenerate serpentfolk. The purecaste serpentfolk allow such hierarchical jostling among their underlings—the equivalent of letting a pack of dogs sort out their own structure—so long as their minions never question the purecastes’ orders and judgments.

Despite the fact that the serpentfolk live underground, serpentfolk hunters usually train to work against a specific enemy rather than in a specific terrain. This allows them to do their job equally well when defending their cavern-cities against encroaching adventures as when making precise raids into aboveground communities. A single purecaste serpentfolk might have several different hunters working for him that all specialize in different favored enemies to maximize versatility, or he might have an entire squad trained as a unit from birth to fight a particular hated breed of surface-dwelling foe.