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 Spy

Serpentfolk Spy CR 5

Source Monster Codex pg. 202
XP 1,600
Advanced serpentfolk rogue 1
NE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +10

Defense

AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 56 (6 HD; 5d10+1d8+25)
Fort +7, Ref +12, Will +5
Immune mind-affecting effects, paralysis, poison; SR 16

Offense

Speed 30 ft.
Melee +1 short sword +12 (1d6+2/19–20), bite +6 (1d6 plus poison) or mwk dagger +12 (1d4+1/19–20), bite +6 (1d6 plus poison)
Ranged mwk hand crossbow +12 (1d4/19–20 plus black adder venom)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +9)
At will—disguise self (DC 16, humanoid form only), ventriloquism (DC 16)
1/day—blur, mirror image, suggestion (DC 18)

Tactics

During Combat A serpentfolk spy lures and harries prey with telepathic taunts and ventriloquism before striking from ambush with poisoned weapons and venomous bites. It conceals its true numbers and position with blur, disguise self, or mirror image.

Statistics

Str 12, Dex 23, Con 19, Int 18, Wis 13, Cha 20
Base Atk +5; CMB +6; CMD 22
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Bluff +13, Diplomacy +13, Disable Device +11, Disguise +15, Escape Artist +22, Intimidate +13, Knowledge (arcana) +9, Knowledge (local) +8, Perception +10, Sense Motive +10, Sleight of Hand +10, Spellcraft +9, Stealth +10, Use Magic Device +20; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ trapfinding +1
Combat Gear black adder venom (3 doses); Other Gear +1 short sword, mwk dagger, mwk hand crossbow with 10 bolts, thieves’ tools, 77 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 consecutive saves. The save DC is Constitution-based.

Description

A serpentfolk spy monitors activity in surface settlements, noting authority figures, defenses, and those who could be bribed or coerced into serving the serpentfolk empire. While most serpentfolk spies describe their professions in terms of analyzing weaknesses and preparing for the eventual large-scale assault on the surface world, the truth is that many spies (and their masters) have immediate goals in mind. Spies often stake out powerful priests and arcanists, posing as fellow scholars or simple servitors, in order to gain access to knowledge and arcane lore not readily available in their subterranean caverns. Given their long life spans and reptilian patience, these individuals may infiltrate an organization and stay implanted there for years, waiting for a choice artifact or tome to present itself. Once it does, the spy absconds with the relic and retreats back to the serpentfolk city of its paymasters—killing any warmbloods who stand in its way.