Aapoph Serpentfolk
Creature 3 (uncommon) — humanoid, mutant, serpentfolk
Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss's innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Aapophs often have physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these have little impact on their overall combat prowess—and combat prowess is the measure by which zyss judge them. Before their ancient clash with humanity de
Source: pathfinder-monster-core
Perception +8
Skills acrobatics +7, athletics +11, intimidation +6
Str
+4
Dex
+2
Con
+3
Int
-1
Wis
+1
Cha
-1
AC 18
Fort +10
Ref +7
Will +6
HP 60
Resistances poison 5
Speed 25 feet
Offense
Melee Scimitar +11, Damage 1d6+6 slashing
Melee Fangs +11, Damage 1d8+6 piercing
Melee Tail +11, Damage 1d6+6 bludgeoning
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
+2 Status to Will Saves vs. Mental —
Reactive Strike — Reactive Strike
Serpentfolk Venom (poison) — Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage and Enfeebled 1 (1 round)
Stage 2 2d4 poison damage and enfeebled 1 (1 round)
Slithering Attack — The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks.
Knockdown — Knockdown
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