Serpentfolk (CR 5)

XP 1,600
NE Medium monstrous humanoid (shapechanger)
Init +10; Senses darkvision 60 ft., scent; Perception +12


AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 57 (6d10+24)
Fort +6, Ref +11, Will +8
Immune mind-affecting effects, paralysis, poison; SR 16


Speed 30 ft.
Melee +1 dagger +13/+8 (1d4+1/19–20 plus poison), bite +12 (1d6 plus poison)

Spell-Like Abilities (CL 5th; concentration +8)
At will—ventriloquism
1/day—blur, charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)


Str 10, Dex 23, Con 19, Int 20, Wis 17, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Combat Casting, Improved Initiative, Weapon Finesse
Skills Bluff +9, Craft (alchemy) +18, Disguise +9, Perception +12, Profession (Yog-Sothothery philosopher) +12, Sense Motive +9, Spellcraft +14, Stealth +15, Use Magic Device +12; Racial Modifiers +4 Craft (alchemy)
Languages Aklo, Common, Serpentfolk
SQ alchemy, change shape (any humanoid, alter self), gifted spellcaster, serpent's strike


Environment any
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (+1 dagger, 3 potions of cure moderate wounds, potion of invisibility, other treasure)

Special Abilities

Alchemy (Ex) Serpentfolk gain a +4 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material.

Gifted Spellcaster (Ex) Knowledge (arcana), Spellcraft, and Use Magic Device are class skills for Serpentfolk. Serpentfolk that gain racial Hit Dice increase their caster level by +1 per racial Hit Die gained (maximum caster level of 20th). They gain a new spell-like ability (usable once per day) with each gained racial Hit Die. Serpentfolk may select the same spell-like ability multiple times, in which case they may use that ability a number of times per day equal to the number of times they selected the same ability. When a Serpentfolk gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. Serpentfolk may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp.

Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Serpent’s Strike (Ex) A serpentfolk’s bite attack is always treated as a primary attack, even when it wields a manufactured weapon. A serpentfolk can lick the cutting edge of any piercing or slashing weapon it wields as a move action to apply a dose of its poison to the weapon.

A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk inherited a lost empire that fell before modern races had even evolved. They are about the size of an average human, though because of their slim and muscular form, they typically seem to stand slightly taller.

Serpentfolk favor the use of carefully crafted magic items and have almost limitless access to magic. They can naturally create an illusion to resemble a particular human and often live within human society unnoticed. Serpentfolk alchemists are renowned in secret circles that know of them for their skill at producing poisons, drugs, and so forth, including metamorphic venom.

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