Coil Spy
Creature 4 (uncommon) — humanoid, serpentfolk
FlankerShadeLANDhumanoidserpentfolk
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; darkvision, scent (imprecise) 30 feet
Languages aklo, common, dwarven, gnomish, sakvroth; Telepathy 100 feet
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
Items Hand Crossbow, Shortsword, Thieves' Toolkit, Spider Venom (2)
AC 22
Fort +9
Ref +12
Will +10 (; +1 status to all saves vs. magic)
+4 status to will saves vs. mental, +1 status to all saves vs magic
HP 48
Resistances poison 5
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +14, Damage 1d6+5 piercing plus Serpentfolk Venom
Melee Fangs (finesse) +14, Damage 1d6+5 piercing plus Serpentfolk Venom
Ranged Hand Crossbow (Spider Venom) (reload-1) +10, range increment 60 feet, Damage 1d6+3 piercing plus Spider Venom
Ranged Hand Crossbow (Serpentfolk Venom) (reload-1) +10, range increment 60 feet, Damage 1d6+3 piercing plus Serpentfolk Venom
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.
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)
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.
Occult Innate Spells DC 21, attack +13
4th Suggestion
2nd Blur (Self Only, At Will)
1st Illusory Disguise (At Will), Ventriloquism (At Will)
WORKS WELL WITH
AnvilLANDA frontline bulwark holds the enemy's attention so the disguised infiltrator can reposition for sneak attacks unnoticed.
SnareLANDA battlefield controller keeps a target in place so feints and poison strikes land reliably before it can retreat.
SniperLANDA ranged striker benefits from the Off-Guard window this creature's feints create.
PUNISHES
✖ low Fortitude✖ isolated targets✖ standing still
Avoid stacking with another Flanker; without a controller to pin targets, both compete for the same Off-Guard window.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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