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Serpentfolk Venom CallerCreature 7


UncommonNEMediumHumanoidSerpentfolk
Source Pathfinder #170: Spoken on the Song Wind
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Draconic, Telepathy 100 Feet
Skills Arcana +17, Deception +15, Nature +15, Occultism +17, Society +15, Survival +15
Str +0, Dex +4, Con +2, Int +6, Wis +4, Cha +2

AC 24; Fort +13; Reflex +15; Will +17; +4 status to Will vs. mental, +1 status to all saves vs. magic
HP 105
Speed 25 feet
Resistances Poison 10

Fangs One Action +16 (+11, +6) to hit (finesse) 2d8+4 Piercing
Sickle One Action +16 (+12, +8) to hit (agile, finesse, trip) 1d4+4 Piercing
Shortbow One Action +16 (+11, +6) to hit (deadly d10, range increment 60, reload 0) 1d6+4 Piercing

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. MentalSerpentfolk Venom (poison)

Saving Throw DC 23 basic 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)

Venom Pool Two Actions (arcane, conjuration, poison)

Frequency once per day


Effect The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes 4d6 poison damage (DC 25 basic fortitude save). On a critical failure, creatures also take 1d6 Persistent Poison Damage. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the concentrate trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace.


Arcane Spontaneous Spells (DC 25, +17 to hit)

Cantrips (4th Level): Acid Splash, Detect Magic, Mage Hand, Read Aura, Shield
1st Level (3 slots): Feather Fall, Item Facade, Magic Missile, Noxious Vapors
2nd Level (3 slots): Acid Arrow (2x), False Life, Invisibility
3rd Level (3 slots): Mind Reading, Slow, Stinking Cloud

Occult Innate Spells (DC 25, +17 to hit)

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


Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their inherent venom. They have a reputation for bold action, something that puts them at odds with other zyss who prefer stealth and subterfuge. When a venom caller can't eliminate their rivals to seize control of their colony, they often leave in a dramatic demonstration of arrogance, insisting that slithering in shadows does the serpentfolk cause no favors.

Though venom callers aren't considered subtle by their kin, their schemes-which often revolve around acquiring rare magical lore-can nevertheless take humanoid communities by surprise. Venom callers often lure away unsuspecting victims, murder them, and disfigure their venom-wracked bodies with acid; the venom caller then assumes the victim's form. Authorities, believing all members of the community are accounted for, assume the unrecognizable corpse must have been a traveler. Most venom callers have broken with other serpentfolk communities and have no qualms about murdering their kin or infiltrating other serpentfolk cells if it serves their purposes.


Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.


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.