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There is a Legacy version here.

PFS StandardAapoph Serpentfolk

Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss's innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Aapophs often have physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these have little impact on their overall combat prowess—and combat prowess is the measure by which zyss judge them.

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

Elite | Normal | Weak
Proficiency without Level

Aapoph SerpentfolkCreature 3

Medium Humanoid Mutant Serpentfolk 
Source Monster Core pg. 303
Perception +5; darkvision, scent (imprecise) 30 feet
Languages Aklo, Sakvroth; telepathy 100 feet
Skills Acrobatics +4, Athletics +8, Intimidation +3
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha -1
Items scimitar
AC 15; Fort +7, Ref +4, Will +3 (+2 status vs. mental)
HP 60; Resistances poison 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] scimitar +8 [+3/-2] (forceful, sweep), Damage 1d6+6 slashingMelee [one-action] fangs +8 [+3/-2], Damage 1d8+6 piercing plus serpentfolk venomMelee [one-action] tail +8 [+4/+0] (agile), Damage 1d6+6 bludgeoning plus KnockdownSerpentfolk Venom (poison) Saving Throw DC 17 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)Slithering Attack [one-action] The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks.

Sidebar - Advice and Rules Aapoph Mutations

Aapophs are prone to mutations, which you can choose or roll using a d%.
1–45No mutation
46–56 Dual tail
57–66 Additional fangs
67–84 Hooded neck
85–91 Horns
92–96 Additional, vestigial head
97–100 Spiny scales

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.