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Coil SpyCreature 4

Source Pathfinder Bestiary 2
Perception +10 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Dwarven, Gnomish, Undercommon, Telepathy 100 Feet
Skills Acrobatics +10, Deception +13, Diplomacy +11, Intimidation +11, Occultism +10, Society +10, Stealth +12, Thievery +12
Str +2, Dex +4, Con +1, Int +4, Wis +2, Cha +5

AC 22; Fort +9; Reflex +12; Will +10; +4 status to will saves vs. mental
HP 48
Speed 25 feet
Resistances Poison 5

Shortsword One Action +14 (+10, +6) to hit (agile, finesse, versatile s) 1d6+5 Piercing
Fangs One Action +14 (+9, +4) to hit (finesse) 1d6+5 Piercing
Hand Crossbow (Hunting Spider Venom) One Action +10 (+5, +0) to hit (range increment 60, reload 1) 1d6+3 Piercing
Hand Crossbow (Serpentfolk Venom) One Action +10 (+5, +0) to hit (range increment 60, reload 1) 1d6+3 Piercing


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 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. Magic+4 Status to Will Saves vs. MentalDeceptive Reposition One Action

The Coil spy Strides up to half their Speed and attempts a Feint, in either order.

Maintain Disguise

A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall Unconscious.

Serpentfolk Venom (poison)

Saving Throw DC 19 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)

Sneak Attack

The Coil spy's Strikes deal an extra 2d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Occult Innate Spells (DC 21, +11 to hit)

1st Level: Ventriloquism (At will)
2nd Level: Mirror Image (At will)
3rd Level: Illusory Disguise (At will)
4th Level: Suggestion

Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to even more efficiently infiltrate enemy societies. But before such agents take this extreme step, they must prove themselves as Coil spies. These serpentfolk train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they're expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits to keep them occupied in the shorter term. When Coil spies get caught, it's rarely due to a lack of pure skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires.



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