[dice=dagger]1d20+11[/dice]
[dice]1d4-1[/dice]
[dice=bite]1d20+5[/dice]
[dice]1d6-2[/dice] plus poison
Serpentfolk CR 4
XP 1,200
NE Medium monstrous humanoid
Init +9; Senses darkvision 60 ft., scent; Perception +10
Defense
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
Offense
Speed 30 ft.
Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Spell-Like Abilities (CL 4th; concentration +7)
At will—disguise self (humanoid form only, DC 14), ventriloquism
1/day—blur, mirror image, suggestion (DC 16)
Statistics
Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Great Fortitude, Improved Initiative, Weapon Finesse
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.
Special Abilities
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.
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ZISZKAA CR 7
XP 3,200
Male serpentfolk cleric of Ydersius 5
NE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +17
DEFENSE
AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 104 (10 HD; 5d10+5d8+55)
Fort +12, Ref +11, Will +13
Immune mind-affecting effects, paralysis, poison; SR 20
OFFENSE
Speed 30 ft.
Melee bite +14 (1d6 plus poison)
Special Attacks channel negative energy 5/day (DC 14, 3d6),
venomous stare (DC 17)
Spell-Like Abilities (CL 4; concentration +6)
At will—disguise self (humanoid form only, DC 13), ventriloquism
1/day—blur, dominate person (DC 17), major image, mirror
image, suggestion (DC 15)
Domain Spell-Like Abilities (CL 5th; concentration +10)
8/day—battle rage (+2)
Cleric Spells Prepared (CL 5th; concentration +10)
3rd—magic vestmentD, protection from energy, summon
monster III
2nd—cure moderate wounds, silence (DC 17), sound burst
(DC 17), spiritual weaponD
1st—bane (DC 16), cause fear (DC 16), cure light wounds,
divine favor, magic fangD, sanctuary (DC 16)
0 (at will)—bleed (DC 15), detect magic, guidance, virtue
D domain spell; Domains ScalykindISWG, War
TACTICS
During Combat Ziszkaa uses dominate person to make a PC
his bodyguard as he slips out of his manacles (Escape Artist
DC 30).
Morale If he drops below 25 hit points, Ziszkaa plays dead. If
his ruse fails, he surrenders.
STATISTICS
Str 11, Dex 22, Con 20, Int 18, Wis 20, Cha 14
Base Atk +8; CMB +8; CMD 24
Feats Combat Casting, Great Fortitude, Improved Initiative,
Selective Channeling, Weapon Finesse
Skills Acrobatics +16, Disguise +12, Escape Artist +24,
Knowledge (arcana) +17, Perception +17, Sense Motive +14,
Spellcraft +17, Use Magic Device +11
Languages Aklo, Common, Draconic, Undercommon; telepathy
100 ft.
SQ serpent companion (dead)
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round
for 6 rounds; effect 1d2 STR; cure 2 saves.