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Zyss SerpentfolkCreature 2

Source Pathfinder Bestiary 2
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Undercommon, Telepathy 100 Feet
Skills Acrobatics +8, Arcana +8, Deception +9, Occultism +8, Society +8
Str -1, Dex +4, Con +2, Int +4, Wis +2, Cha +3

AC 18; Fort +6; Reflex +8; Will +8; +4 status to all saves vs. mental
HP 25
Speed 25 feet
Resistances Poison 5

Fangs One Action +10 (+5, +0) to hit (finesse) 1d6+1 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+1 Piercing
Shortbow One Action +10 (+5, +0) to hit (deadly d10, range increment 60) 1d6+2 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.

Telepathy (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 All Saves vs. MentalSerpentfolk Venom (poison)

Saving Throw DC 16 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)

Occult Innate Spells (DC 18, +8 to hit)

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

Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human.



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.