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Serpentfolk, Serpentfolk Spellblade

Serpentfolk Spellblade CR 13

Source Monster Codex pg. 206
XP 25,600
Advanced serpentfolk magus 9 (Pathfinder RPG Ultimate Magic 9)
NE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +18


AC 26, touch 15, flat-footed 22 (+7 armor, +1 deflection, +3 Dex, +1 dodge, +4 natural)
hp 160 (14 HD; 5d10+9d8+93)
Fort +15, Ref +14, Will +12
Immune mind-affecting effects, paralysis, poison; SR 24


Speed 20 ft.
Melee +2 corrosive scimitar +17/+12/+7 (1d6+5/15–20 plus 1d6 acid), bite +9 (1d6+1 plus poison)
Ranged mwk composite longbow +19/+14/+9 (1d8+4/×3)
Special Attacks improved spell combat, spell combat (–2 attack, +2 concentration), spellstrike
Spell-Like Abilities (CL 4th; concentration +7)
At will—disguise self (DC 14, humanoid form only), ventriloquism (DC 14)
1/day—blur, dominate person (DC 18), major image (DC 16), mass suggestion (DC 19), mirror image, suggestion (DC 16), teleport
Magus Spells Prepared (CL 9th; concentration +14)
3rd—dispel magic, displacement, vampiric touch (2)
2nd—acid arrow, defensive shockUM, frigid touchUM, invisibility, web (DC 17)
1st—burning hands (DC 16), chill touch (DC 16), corrosive touchUM, magic missile, ray of enfeeblement (DC 16), shocking grasp
0 (at will)—arcane mark, detect magic, mage hand, prestidigitation (DC 15), read magic


Before Combat A spellblade casts defensive shock if it expects battle, often following with displacement and invisibility to pursue a chosen target more freely.
During Combat A spellblade combines arcane power and mental mastery with the deadly, sinuous grace of the blade. It uses its hasted assault ability whenever possible, and uses spell combat and spellstrike whenever it has appropriate spells available. It prefers to weaken opponents with poisoned bites and spells like chill touch, ray of enfeeblement, and vampiric touch.


Str 16, Dex 23, Con 21, Int 20, Wis 13, Cha 16
Base Atk +11; CMB +14; CMD 32
Feats Combat Expertise, Craft Magic Arms and Armor, Dodge, Great Fortitude, Improved Critical (scimitar), Improved Initiative, Toughness, Weapon Focus (scimitar)
Skills Acrobatics +10 (+6 when jumping), Climb +10, Craft (alchemy) +13, Disguise +9, Escape Artist +19, Intimidate +15, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (history) +8, Knowledge (nobility) +6, Perception +18, Sense Motive +8, Spellcraft +16, Stealth +15, Survival +8, Swim +4, Use Magic Device +15; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ arcane pool (9 points, +3), knowledge pool, magus arcana (hasted assault, pool strike +4d6, spell shield), medium armor proficiency, spell recall
Combat Gear potions of cure serious wounds (2), scroll of force hook chargeUM, scroll of gaseous form, scroll of greater invisibility, scroll of protection from energy, acid (4); Other Gear +2 glamered scale mail, +2 corrosive scimitar, mwk composite longbow with 20 +1 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, spellbook, 449 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.


Spellblades mix the brute power of degenerate serpentfolk with the skill and magic of purecastes. An enigma even among their own kind, spellblades are respected by all.

Creatures in "Serpentfolk" Category

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