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Vishkanya InfiltratorCreature 3

Source Pathfinder Bestiary 3
Perception +10 (low-light vision)
Languages Common, Vishkanyan
Skills Acrobatics +9, Athletics +7, Deception +11, Diplomacy +9, Society +7, Stealth +11, Thievery +9
Str +2, Dex +4, Con +1, Int +0, Wis +1, Cha +2

AC 19; Fort +6; Reflex +11; Will +8; +2 to all saves vs. poison
HP 45
Speed 25 feet

Kukri One Action +11 (+7, +3) to hit (agile, finesse, trip) 1d6+4 Slashing
Shuriken One Action +11 (+7, +3) to hit (agile, thrown 20) 1d4+4 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

+2 to All Saves vs. PoisonEnvenom One Action

Frequency once per day

Effect Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action.


The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.

Proficient Poisoner

The vishkanya infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.

Sneak Attack

The vishkanya deals 1d6 extra 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.

Vishkanyan Venom (injury, poison)

Saving Throw DC 20 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d4 poison damage and Flat-Footed (1 round)

Stage 3 1d4 poison damage, flat-footed, and a -5-foot penalty to Speed (1 round)

From a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white coloring, a forked tongue, and tiny, smooth scales set in serpentine patterns atop their skin. Even so, most onlookers assume these features to be an indicator of tiefling heritage or draconic magic, never suspecting how truly unusual the subject of their speculation is.

Among outsiders, little is known of the vishkanya ancestry other than that a vishkanya carries a potent venom within their blood and saliva, knowledge which has led to widespread fear and distrust. To avoid persecution, vishkanyas entrench themselves deep into their chosen societies and train in the arts of subtlety. Drawn to work that allows them to put their skills to good use, vishkanyas often take the roles of spy, mercenary, bodyguard, and even assassin. Some of the best‑known guilds in the world employ vishkanyas, including the paired Assassins' Guild and Poisoners' Guild of Daggermark in the River Kingdoms, the implacable Red Mantis Assassins, and the famed Grand Sarret academy for courtiers in the Impossible Kingdom of Jalmeray. In most cases, these employers know their employee's true identity, but not always.

Due to the measures they must take to ensure their survival, vishkanyas don't congregate openly. Instead, they meet in secret, creating support networks and advisory bodies. Leading these gatherings are the most respected of vishkanya women, who work diligently to keep their ancestry and traditions alive. These underground communities are slow to spread, and leaving them means abandoning what little social and cultural support a vishkanya has. As a result, very few vishkanyas have emigrated from their Vudran homelands into the Inner Sea region or other lands.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.


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


An ancestry with snake-like features and powerful venom.