This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent's head.
Serpentfolk CR 4
NE Medium monstrous humanoid
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 42 (5d10+15)
Fort +6, Ref +9, Will +6
Immune mind-affecting effects, paralysis, poison; SR 15
Speed 30 ft.
Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Spell-Like Abilities (CL 4th; concentration +7)
Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 19
Skills Acrobatics +10, Disguise +8, Escape Artist +18, Knowledge (arcana) +9, Perception +10, Sense Motive +7, Spellcraft +9, Use Magic Device +12; Racial Modifiers +4 Use Magic Device, +8 Escape Artist
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
Environment any land (usually jungles or underground)
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (masterwork dagger, other treasure)
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.
To the serpentfolk, the pursuit of knowledge and magic is the highest goal. Their legends speak of how humanity rose to power only through the theft of serpent magic, a legend that may form the basis of the hatred toward humanity most serpentfolk harbor. They view themselves as the undisputed masters of magic, be it arcane or divine. Yet despite this, the majority of serpentfolk today are degenerates who have devolved to the point of primeval savagery and have lost much of their magical legacy—more civilized serpentfolk generally regard these degenerates with shame and disdain.
Serpentfolk are 6 feet tall and weigh 120 pounds. Degenerates are only 5 feet tall but weigh 200 pounds. All serpentfolk are quite long-lived, and generally live to the age of 500.
When a serpentfolk gains class levels, several of its abilities increase as well, as detailed below.
Degenerate serpentfolk possess the same statistics as normal serpentfolk, save for the following adjustments.