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Serpentfolk, Serpentfolk High Priest

Serpentfolk High Priest CR 14

Source Monster Codex pg. 207
XP 38,400
Advanced serpentfolk cleric 10
CE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +21

Defense

AC 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +4 natural, +3 shield)
hp 182 (15 HD; 5d10+10d8+110)
Fort +15, Ref +13, Will +17
Immune mind-affecting effects, paralysis, poison; SR 25

Offense

Speed 20 ft.
Melee +3 unholy light mace +24/+19/+14/+9 (1d6+6), bite +16 (1d6+3 plus poison)
Ranged mwk light crossbow +22 (1d8+3/19–20)
Special Attacks channel negative energy 10/day (DC 22, 5d6), scythe of evil (5 rounds, 1/day), weapon master (10 rounds/day)
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), mass suggestion (DC 21), mirror image, suggestion (DC 18), teleport
Domain Spell-Like Abilities (CL 10th; concentration +16)
9/day— battle rage (+5), touch of evil (5 rounds)
Cleric Spells Prepared (CL 10th; concentration +16)
5th—flame strikeD (2, DC 21), righteous might, slay living (DC 21)
4th—cure critical wounds, divine power, freedom of movement, spit venomUM (DC 20), unholy blightD (DC 20)
3rd—cure serious wounds, dispel magic, invisibility purge, magic circle against goodD, protection from energy
2nd—bear’s endurance, calm emotions (DC 18), darkness, dread boltUM (DC 18), hold person (2, DC 18), spiritual weaponD
1st—bane (DC 17), forbid actionUM (DC 17), murderous commandUM (2, DC 17), protection from goodD, shield of faith (2)
0 (at will)—bleed (DC 16), detect magic, resistance, stabilize
D domain spell; Domains Evil, War

Tactics

Before Combat A high priest prepares for battle by casting divine power and freedom of movement, then uses its scythe of evil ability to enhance its weapon.

Statistics

Str 10, Dex 23, Con 20, Int 16, Wis 22, Cha 20
Base Atk +12; CMB +12; CMD 28
Feats Combat Casting, Extra Channel, Great Fortitude, Improved Channel, Improved Initiative, Selective Channeling, Toughness, Weapon Finesse
Skills Acrobatics +7 (+3 when jumping), Diplomacy +15, Disguise +10, Escape Artist +15, Intimidate +10, Knowledge (arcana, nobility, planes) +9, Knowledge (history) +10, Knowledge (religion) +15, Perception +21, Sense Motive +15, Spellcraft +15, Stealth +11, Use Magic Device +15
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
Combat Gear potion of aid, wand of cure moderate wounds (10 charges); Other Gear +2 breastplate, +1 heavy steel shield, +3 unholy light mace, mwk light crossbow with 10 bolts, amulet of natural armor +1, belt of incredible dexterity +2, headband of inspired wisdom +2, pearl of power (1st), phylactery of faithfulness, silver unholy symbol, spell component pouch, 1,434 gp

Ecology

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.

Description

Serpentfolk high priests are the leaders of their people.

Creatures in "Serpentfolk" Category

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