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PFS StandardAapoph Granitescale

The mutated aapophs dubbed granitescales have bulky frames covered in hard gray plates. These scales offer protection but shed when struck with too much force. Granitescales like to carve their shed scales into small chips and attach them as rattles to their spears. Many an unsuspecting victim has heard the hiss of a granitescale's rattle too late.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

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

Weak Aapoph GranitescaleCreature 5

Medium Humanoid Mutant Serpentfolk 
Source Monster Core pg. 304
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Aklo, Common, Sakvroth; telepathy 100 feet
Skills Acrobatics +12, Athletics +13, Intimidation +13
Str +5, Dex +4, Con +4, Int -1, Wis +1, Cha +1
Items javelin (5), longspear
AC 22 (14 with shed scales); Fort +14, Ref +12, Will +9 (+2 status vs. mental)
HP 100; Resistances poison 5
Chipping Scales [reaction] Frequency once per day; Trigger The granitescale is about to take piercing or slashing damage; Effect The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale gains resistance 15 to the damage, but their AC is reduced by 2 for 1 day, when the shed scales regrow.Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] longspear +15 [+10/+5] (reach 10 feet), Damage 1d8-2+11 piercingMelee [one-action] fangs +15 [+10/+5], Damage 1d8-2+11 piercing plus serpentfolk venomRanged [one-action] javelin +14 [+9/+4] (range increment 30 feet), Damage 1d6-2+11 piercingRattling Spear [one-action] (auditory, emotion, mental) Requirements The granitescale's last action was a successful longspear Strike; Effect The granitescale rattles the base of their spear, attempting an Intimidation check to Demoralize all enemies within 30 feet (compare the check result to the targets' Will DCs individually).Serpentfolk Venom (poison) Saving Throw DC 20 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.

Sidebar - Additional Lore Above the Surface

A small number of serpentfolk settlements dot Golarion's surface, most of them in humid, remote jungles, far-flung islands, or at the mouths of caverns. It's rare for such a settlement to number more than a few dozen serpentfolk. They rely primarily on aapophs to build their power bases, to defend them, and to perform essentially all the practical functions of their society. This includes providing food, crafting goods, and tending to the zyss's every need.

Sidebar - Advice and Rules Serpentfolk Magic

Some serpentfolk might have entirely different innate spells. These alternative spells are typically illusions, mental spells, or divinatory magic. Examples, listed by their minimum rank, include: 6th mislead, zealous conviction; 5th mind probe; 4th honeyed words; 3rd dream message, enthrall, mind reading; 2nd invisibility (self only); 1st mindlink, phantom pain. Aapoph serpentfolk lack innate spells.

Sidebar - Additional Lore Zyss Strife

A serpentfolk conclave with just a few zyss is functional, but one with a large number becomes fractious. Cults and societies form, all pursuing their own passions and politics, with scheming and backstabbing running rampant. A powerful priest may be able to bring other zyss to heel, but many zyss question why a priest should be in charge if their god is dead. Thriving on decadence, zyss crave receiving expensive gifts, gorging themselves on massive meals, and pursing arts such as music, poetry, or sculpture.