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There is a Legacy version here.

PFS StandardZyss 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.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Zyss SerpentfolkCreature 3

Uncommon Medium Humanoid Serpentfolk 
Source Monster Core pg. 302
Perception +10; darkvision, scent (imprecise) 30 feet
Languages Aklo, Common, Sakvroth; telepathy 00 feet
Skills Acrobatics +10, Arcana +10, Deception +11, Occultism +10, Society +10
Str -1, Dex +4, Con -2, Int +4, Wis +2, Cha +3
Items dagger, shortbow (30 arrows)
AC 20; Fort +6, Ref +10, Will +10 (+4 status vs. mental); +1 status to all saves vs. magic
HP 40; Resistances poison 5
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.
Speed 25 feet
Melee [one-action] fangs +12 [+7/+2] (finesse), Damage 1d6+2+1 piercing plus serpentfolk venomMelee [one-action] dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4+2+1 piercing plus serpentfolk venomRanged [one-action] shortbow +12 [+7/+2] (deadly d10, range increment 60 feet), Damage 1d6+2+2 piercing plus serpentfolk venomOccult Innate Spells DC 20 (+4 dmg); 4th suggestion; 2nd blur (self only; at will); 1st illusory disguise (at will), ventriloquism (at will)
Serpentfolk Venom (poison) Saving Throw DC 18 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)

All Monsters in "Serpentfolk"

NameLevel
Aapoph Granitescale6
Aapoph Serpentfolk3
Bone Prophet8
Coil Spy4
Serpentfolk Granitescale6
Venom Caller7
Zyss Serpentfolk2

Serpentfolk

Source Monster Core pg. 302
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 quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.

Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.

Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.