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Serpentfolk Venom Caller

Creature 7 (uncommon) — humanoid, serpentfolk

Pre-Remaster content. May include legacy alignment.

WeaverSnareLANDserpentfolkpoison

Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their inherent venom. They have a reputation for bold action, something that puts them at odds with other zyss who prefer stealth and subterfuge. When a venom caller can't eliminate their rivals to seize control of their colony, they often leave in a dramatic demonstration of arrogance, insisting that slithering in shadows does the serpentfolk cause no favors

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +15; darkvision, scent (imprecise) 30 feet
Languages aklo, common, draconic; telepathy 100 feet
Skills arcana +17, deception +15, nature +15, occultism +17, society +15, survival +15
Str
+0
Dex
+4
Con
+2
Int
+6
Wis
+4
Cha
+2
Items Shortbow, Sickle
AC 24 Fort +13 Ref +15 Will +17 +4 status to Will vs. mental, +1 status to all saves vs. magic
HP 105
Resistances poison 10
Speed 25 feet

Offense

Melee Fangs (finesse) +16, Damage 2d8+4 piercing plus Serpentfolk Venom
Melee Sickle (agile, finesse, trip) +16, Damage 1d4+4 piercing plus Serpentfolk Venom
Ranged Shortbow (deadly-d10, reload-0) +16, range increment 60 feet, Damage 1d6+4 piercing plus Serpentfolk Venom

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic
+4 Status to Will vs. Mental
Serpentfolk Venom (poison) — Saving Throw DC 23 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)
Venom Pool (arcane, poison) — Frequency once per day

Effect The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes 4d6 poison damage (DC 25 Fortitude save). On a critical failure, creatures also take 1d6 persistent poison. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the concentrate trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace.
Divine Spontaneous Spells DC 25, attack +17
3rd Mind Reading, Slow, Stinking Cloud
2nd Acid Arrow, Acid Arrow, False Life, Invisibility
1st Feather Fall, Item Facade, Magic Missile, Noxious Vapors
Cantrips (4th) Acid Splash, Detect Magic, Mage Hand, Read Aura, Shield
Divine Innate Spells DC 25, attack +17
4th Suggestion
2nd Mirror Image (At Will)
1st Illusory Disguise (At Will), Ventriloquism (At Will)

WORKS WELL WITH

AnvilLANDA resilient front-liner keeps melee threats occupied so the poison burst and fang strikes can be delivered from relative safety.
FlankerLANDA mobile striker forcing targets to reposition drives them toward the poison zone instead of away from it.
SniperLANDRanged pressure keeps foes from closing distance, giving this caster time to conjure and sustain the poison area.

PUNISHES

✖ clumping✖ low Fortitude saves✖ standing still
Avoid pairing with another area-denial controller, since overlapping poison and terrain zones crowd the same ground without adding new pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #170: Spoken on the Song Wind.

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