Zyss Serpentfolk

Zyss Serpentfolk

Creature 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

Items dagger, shortbow (30 arrows)

AC 18; Fort +6, Ref +8, Will +8 (+4 status vs. mental); +1 status to all saves vs. magic

HP 25; Resistances poison 5

Speed 25 feet

Melee fangs +10 (finesse), Damage 1d6+1 piercing plus serpentfolk venom

Melee dagger +10 (agile, finesse, versatile S), Damage 1d4+1 piercing plus serpentfolk venom

Ranged shortbow +10 (deadly 1d10, range increment 60 feet), Damage 1d6+2 piercing plus serpentfolk venom

Occult Innate Spells DC 18; 4th 

; 2nd  (at will); 1st  (at will),  (at will)

Serpentfolk 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)

Zyss Serpentfolk

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.