Aapoph Serpentfolk

Aapoph Serpentfolk

Creature 3

Perception +8; darkvision, scent (imprecise) 30 feet

Languages Aklo, Undercommon; telepathy 100 feet

Skills Acrobatics +7, Athletics +11, Intimidation +6

Str +4, Dex +2, Con +3, Int –3, Wis +1, Cha –1

Items scimitar

AC 18; Fort +10, Ref +7, Will +6 (+2 status vs. mental)

HP 60; Resistances poison 5

Attack of Opportunity

Speed 25 feet

Melee scimitar +11 (forceful, sweep), Damage 1d6+6 slashing

Melee fangs +11, Damage 1d8+6 piercing plus serpentfolk venom

Melee tail +11 (agile), Damage 1d6+6 bludgeoning plus Knockdown

Serpentfolk Venom (poison) As 

, but DC 20.

Slithering Attack The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph’s multiple attack penalty, but the penalty doesn’t increase until after the aapoph makes both attacks.

Aapoph Serpentfolk

Aapophs possess greater strength and stronger venom than their 

 kin, but they lack zyss’ intelligence and innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Though they’re looked down upon and insulted by zyss, most aapophs lack the higher brain functions to recognize when they’re being insulted, much less plan or execute a rebellion. Aapophs often have unusual physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these variations have little impact on their overall combat prowess—and combat prowess is the measure by which zyss judge them.