Serpentfolk

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

Serpentfolk CR 4

XP 1,200
NE Medium monstrous humanoid
Init
+9; Senses darkvision 60 ft., scent; Perception +10

DEFENSE

AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp
42 (5d10+15)
Fort
+6, Ref +9, Will +6
Immune
mind-affecting effects, paralysis, poison; SR 15

OFFENSE

Speed 30 ft.
Melee
mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Spell-Like Abilities
(CL 4th; concentration +7)

At will—disguise self (humanoid form only, DC 14), ventriloquism
1/day—blur, mirror image, suggestion (DC 16)

STATISTICS

Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk
+5; CMB +4; CMD 19
Feats
Great Fortitude, Improved Initiative, Weapon Finesse
Skills
Acrobatics +10, Disguise +8, Escape Artist +18, 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.


SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.

The save DC is Constitution-based.

Variants

Advanced Serpentfolk: When a serpentfolk gains class levels, several of its abilities increase as well, as detailed below.

Spell Resistance equals total Hit Dice + 10.

• Poison bite save DC equals 10 + Con modifier + 1/2 total Hit Dice.

• When it is 4th level in any class combination, it gains two spell-like abilities usable once per day each: dominate person and major image. When it reaches 9th level in any combination, it gains two more usable once per day each: mass suggestion and teleport.

• A serpentfolk’s racial ability score modifiers are as follows: Str –2, Dex +10, Con +6, Int +8, Wis +4, Cha +6.

Degenerate Serpentfolk: Degenerate serpentfolk possess the same statistics as normal serpentfolk, save for the following adjustments.

• They have no spell-like abilities.

• They lose the +4 racial bonus on Use Magic Device checks, but gain a +4 racial bonus on Perception checks.

• Their natural armor bonus increases from +3 to +7.

• They have the following ability score modifiers: Str +10, Dex +2, Con +8, Int –6 (minimum 3), Wis +2, Cha –4. A typical degenerate serpentfolk’s ability scores are Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6.