Zyss Serpentfolk
Creature 2 (uncommon) — humanoid, serpentfolk
Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human. Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not
Source: pathfinder-monster-core
Perception +8
Skills acrobatics +8, arcana +8, deception +9, occultism +8, society +8
Str
-1
Dex
+4
Con
-2
Int
+4
Wis
+2
Cha
+3
AC 18
Fort +4
Ref +8
Will +8
HP 25
Resistances poison 5
Speed 25 feet
Offense
Melee Fangs +10, Damage 1d6+1 piercing
Melee Dagger +10, Damage 1d4+1 piercing
Ranged Shortbow +10, Damage 1d6+2 piercing
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
+1 Status to All Saves vs. Magic —
+4 Status to Will Saves vs. Mental —
Thin of Blood — Zyss serpentfolk 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.
Serpentfolk Venom (poison) — Saving Throw DC 16 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)
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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