Coil Spy
Creature 4 (uncommon) — humanoid, serpentfolk
Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to infiltrate enemy societies even more efficiently. Coil spies train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization
Source: pathfinder-monster-core
Perception +10
Skills acrobatics +10, deception +13, diplomacy +11, intimidation +11, occultism +10, society +10, stealth +12, thievery +12
Str
+2
Dex
+4
Con
+1
Int
+4
Wis
+2
Cha
+5
AC 22
Fort +9
Ref +12
Will +10
HP 48
Resistances poison 5
Speed 25 feet
Offense
Melee Shortsword +14, Damage 1d6+5 piercing
Melee Fangs +14, Damage 1d6+5 piercing
Ranged Hand Crossbow (Spider Venom) +10, Damage 1d6+3 piercing
Ranged Hand Crossbow (Serpentfolk Venom) +10, Damage 1d6+3 piercing
Abilities
+1 Status to All Saves vs. Magic —
+4 Status to Will Saves vs. Mental —
Thin of Blood — Coil spies recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions.
Deceptive Reposition — The Coil spy Strides up to half their Speed and attempts a Feint, in either order.
Maintain Disguise — A Coil spy can maintain an ongoing Illusory Disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled.
Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall Unconscious.
Serpentfolk Venom (poison) — Saving Throw DC 19 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)
Sneak Attack — The Coil spy's Strikes deal an extra 2d6 precision damage to Off-Guard creatures.
Spells
Suggestion (rank 4)
Blur (Self Only, At Will) (rank 2)
Illusory Disguise (At Will) (rank 1)
Ventriloquism (At Will) (rank 1)
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