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Zyss Serpentfolk

Creature 2 (uncommon) — humanoid, serpentfolk

SniperWeaverLANDhumanoidserpentfolkoccult

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; darkvision, scent (imprecise) 30 feet
Languages aklo, common, sakvroth; Telepathy 100 feet
Skills acrobatics +8, arcana +8, deception +9, occultism +8, society +8
Str
-1
Dex
+4
Con
-2
Int
+4
Wis
+2
Cha
+3
Items Dagger, Shortbow
AC 18 Fort +4 Ref +8 Will +8 (; +1 status to all saves vs. magic) +4 status to will saves vs. mental, +1 status to all saves vs. magic
HP 25
Resistances poison 5
Speed 25 feet

Offense

Melee Fangs (finesse) +10, Damage 1d6+1 piercing plus Serpentfolk Venom
Melee Dagger (agile, finesse, versatile-s) +10, Damage 1d4+1 piercing plus Serpentfolk Venom
Ranged Shortbow (deadly-d10) +10, range increment 60 feet, Damage 1d6+2 piercing plus Serpentfolk Venom

Abilities

Telepathy 100 feet (aura, magical, mental) — 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 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)
Occult Innate Spells DC 18, attack +10
4th Suggestion
2nd Blur (Self Only, At Will)
1st Illusory Disguise (At Will), Ventriloquism (At Will)

WORKS WELL WITH

AnvilLANDA frontline body screens this backline attacker so its ranged Strikes and spellwork keep landing uninterrupted.
SnareLANDA controller that keeps targets in place lets the poison's enfeebling stages accumulate before a target can retreat to recover.

PUNISHES

✖ ranged reliance✖ low Fortitude
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 Monster Core.

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