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Aapoph SerpentfolkCreature 3


UncommonCEMediumHumanoidMutantSerpentfolk
Source Pathfinder Bestiary 2
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Undercommon, Telepathy 100 Feet
Skills Acrobatics +7, Athletics +11, Intimidation +6
Str +4, Dex +2, Con +3, Int -3, Wis +1, Cha -1

AC 18; Fort +10; Reflex +7; Will +6; +2 status to all saves vs. mental
HP 60
Speed 25 feet
Resistances Poison 5

Scimitar One Action +11 (+6, +1) to hit (forceful, sweep) 1d6+6 Slashing
Fangs One Action +11 (+6, +1) to hit 1d8+6 Piercing
Tail One Action +11 (+7, +3) to hit (agile) 1d6+6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+2 Status to All Saves vs. MentalAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

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)

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.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss' intelligence and innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Though they're looked down upon and insulted by zyss, most aapophs lack the higher brain functions to recognize when they're being insulted, much less plan or execute a rebellion. Aapophs often have unusual physical mutations-horns, vestigial tails, or spines protruding from their scales-yet these variations have little impact on their overall combat prowess- and combat prowess is the measure by which zyss judge them.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.