Serpentfolk (CR 5/MR 2)

This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent’s head.

Mythic Serpentfolk (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary 2
NE Medium monstrous humanoid (mythic)
Init +10; Senses darkvision 60 ft., scent; Perception +10

Defense

AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 62 (5d10+35)
Fort +6, Ref +10, Will +6
Defensive Abilities Immune mind-affecting effects, paralysis, poison; SR 17

Offense

Speed 30 ft.
Melee mwk dagger +12 (1d4+6/19–20), bite +6 (1d6+6 plus poison)
Ranged dagger +11 (1d4−1/19-20)
Special Attacks mythic power (2/day, surge +1d6), overwhelming suggestionMA, potent venomMA

Spell-Like Abilities (CL 4th; concentration +7)
At will—disguise self (humanoid form only, DC 14), ventriloquism
1/day—blur, mirror image, suggestion (DC 18)

Statistics

Str 8, Dex 23, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 20
Feats Great Fortitude, Improved Initiative, Weapon FinesseMF
Skills Acrobatics +11, Disguise +8, Escape Artist +19, Knowledge (arcana) +9, Perception +10, Sense Motive +7, Spellcraft +9, Use Magic Device +12; Racial Modifiers +4 Use Magic Device, +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.

Ecology

Environment any land (usually jungles or underground)
Organization solitary, pair, or cult (1-2 mythic serpentfolk and 1–12 serpentfolk)
Treasure NPC gear (masterwork dagger, 4 daggers, other treasure)

Special Abilities

Overwhelming Suggestion (Su) A mythic serpentfolk adds its mythic rank to the DC for its suggestion spell. A target that succeeds on its Will save must make a second Will save the next round or succumb to the suggestion.

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 and includes a +2 racial bonus.

Potent Venon (Ex) The DC of a mythic serpentfolk’s poison gains a +2 racial bonus. On a successful hit with its bite attack, a mythic serpentfolk may expend one use of its mythic power to increase the save DC of its poison by its mythic rank and the effect of the poison to 1d4 points of Strength damage with each failed save.

Spiteful Disruption (Ex) When a mythic serpentfolk hits an enemy casting a spell, the DC of the concentration check to cast the spell is increased by 10. In addition, if an enemy that is threatened by a mythic serpentfolk tries to cast a spell defensively, the mythic serpentfolk can spend one use of mythic power as an immediate action to take an attack of opportunity and try to disrupt the spell.

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