All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Aapoph Sovereign Guard

Physically, aapoph sovereign guards tower over other aapophs, but their hulking stature and unquestioning obedience belie an intelligence unique even among the zyss. Despite their cunning, sovereign guards are rarely treacherous or self-serving; rather, each guard is expected to devote their existence solely to the advancement of their superiors. Even when beset on all sides by treacherous political machinations, zyss monarchs implicitly trust their sovereign guards, whose powerful bulk, keen senses, and whirling halberds are more dependable than any shield.

Elite | Normal | Weak
Proficiency without Level

Weak Aapoph Sovereign GuardCreature 11

Rare Large Humanoid Mutant Serpentfolk 
Source Pathfinder #225: Vaultlines pg. 234
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 33 (includes +5 from Rare) • Humanoid (Society)
Perception +22; darkvision, scent (imprecise) 60 feet
Languages Aklo, Sakvroth; telepathy 100 feet
Skills Acrobatics +16, Athletics +23, Intimidation +18, Society +16, Stealth +16
Str +7, Dex +4, Con +6, Int +5, Wis +6, Cha +4
Items +1 striking halberd
AC 30; Fort +23, Ref +17, Will +18 (+2 status vs. mental)
HP 250; Resistances poison 15
Reactive Strike [reaction] If the sovereign guard hits the triggering creature with a halberd Strike, the guard can attempt to Trip that creature as a free action. This attempt neither applies nor counts toward the guard's multiple attack penalty.
Speed 30 feet
Melee [one-action] halberd +24 [+19/+14] (magical, reach 10 feet, versatile S), Damage 2d10-2+14 piercing plus KnockdownMelee [one-action] fangs +23 [+18/+13], Damage 2d6-2+14 piercing plus serpentfolk venomMelee [one-action] tail +23 [+18/+13] (reach 10 feet), Damage 2d8-2+14 bludgeoningHalberd Block [one-action] Requirements The guard is wielding a halberd; Effect The guard gains a +2 circumstance bonus to AC until the beginning of their next turn. The guard can extend this bonus to allies they can see within 10 feet. This effect ends early if the guard is unable to take actions.Serpentfolk Venom (poison) Saving Throw DC 32 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)Shaft Slam [one-action] The sovereign guard slams a foe with the shaft of their halberd. The guard makes a halberd Strike against a creature within reach. On a hit, the attack deals bludgeoning damage instead of piercing damage, plus an extra 2d6 bludgeoning damage if the target is prone.Spinning Halberd [two-actions] The sovereign guard makes a halberd Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the guard's reach. The guard rolls damage only once and applies it to each creature hit. The guard's multiple attack penalty doesn't increase until they have made both Strikes.

Sidebar - Additional Lore Aapoph Training

The towering aapophs employed as sovereign guards aren’t born larger than their siblings. Rather, zyss trainers select certain aapoph hatchlings to be raised as guards. These young aapophs are reared in isolated nurseries where they’re trained in advanced weaponcraft. According to rumor, the secret of a sovereign guard’s increased cunning and stature lies in a diet regarded as blasphemous even by other sekmins.

All Monsters in "Serpentfolk"

NameLevel
Aapoph Granitescale6
Aapoph Serpentfolk3
Aapoph Sovereign Guard12
Bone Prophet8
Coil Spy4
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.

Shelyn's Corner

×