Serpentfolk, Serpentfolk SpellbladeSerpentfolk Spellblade CR 13Source 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 +18DefenseAC 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 24OffenseSpeed 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 magicTacticsBefore 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.StatisticsStr 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 gpEcologyEnvironment any land (usually jungles or underground)Special AbilitiesPoison (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.DescriptionSpellblades 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
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