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SalathissCreature 9


UniqueNEMediumHumanoidMutantSerpentfolk
Source Pathfinder #170: Spoken on the Song Wind
Perception +19 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Draconic, Telepathy 100 Feet
Skills Arcana +18, Deception +21, Diplomacy +19, Intimidation +19, Occultism +18, Society +18, Stealth +18
Str +4, Dex +3, Con +2, Int +5, Wis +4, Cha +6

AC 27; Fort +14; Reflex +17; Will +20; +4 status to Will vs. mental, +1 status to all saves vs. magic
HP 150
Speed 25 feet
Resistances Poison 10

Fangs One Action +19 (+14, +9) to hit 2d8+8 Piercing
Morphic Weapon One Action +20 (+15, +10) to hit (magical, reach 10, sweep, versatile p) 3d10+8 Slashing

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.

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 vs. MentalMorphic Weapon One Action (morph, occult, transmutation)

Salathiss transforms one of his hands into a tentacle with a blade at the end, allowing him to make morphic weapon Strikes. If he's disguised, whether by magical or mundane means, his disguise immediately ends. He can return his hand to normal with another use of this ability, but doing so doesn't restore his disguise.

Peerless Duplicate (divination, exploration, fortune, occult)

If Salathiss interacts with a creature for 10 minutes, he can choose to expertly duplicate that person. He can roll any Deception check to Impersonate that person twice and take the higher result. This benefit lasts for 24 hours or until he uses this ability on a different creature.

Serpentfolk Venom (poison)

Saving Throw DC 26 basic fortitude

Maximum Duration 6 rounds

Stage 1 2d4 poison damage and Enfeebled 1 (1 round)

Stage 2 3d4 poison damage and Enfeebled 2 (1 round)


Arcane Prepared Spells (DC 28, +20 to hit)

Cantrips (5th Level): Dancing Lights, Daze, Detect Magic, Ghost Sound, Telekinetic Projectile
1st Level: Fleet Step, Item Facade, Magic Missile, True Strike
2nd Level: Darkness, Hideous Laughter, Invisibility
3rd Level: Hypnotic Pattern, Mind Reading
4th Level: Glibness, Phantasmal Killer, Veil
5th Level: Cloak of Colors, Passwall

Occult Innate Spells (DC 28, +20 to hit)

1st Level: Command, Illusory Disguise (At Will), Ventriloquism (At Will)
2nd Level: Mirror Image (At Will)
4th Level: Suggestion
5th Level: Illusory Scene



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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