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.