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IX Mythos Bestiary


CR 5

Serpentfolk

XP 1,600
NE Medium monstrous humanoid (shapechanger)
Init +10; Senses darkvision 60 ft., scent; Perception +12
DEFENSE

AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 57 (6d10+24)
Fort +6, Ref +11, Will +8
Immune mind-affecting effects, paralysis, poison; SR 16
OFFENSE

Speed 30 ft.
Melee +1 dagger +13/+8 (1d4+1/19–20 plus poison), bite
+12 (1d6 plus poison)
Spell-Like Abilities (CL 5th; concentration +8)
At will—ventriloquism
1/day—blur, charm monster (DC 17), major image (DC
16), mirror image, suggestion (DC 16)
S TAT I S T I C S

Str 10, Dex 23, Con 19, Int 20, Wis 17, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Combat Casting, Improved Initiative, Weapon Finesse
Skills Bluff +9, Craft (alchemy) +18, Disguise +9, Perception


+12, Profession (Yog-Sothothery philosopher) +12, Sense
Motive +9, Spellcraft +14, Stealth +15, Use Magic Device
+12; Racial Modifiers +4 Craft (alchemy)
Languages Aklo, Common, Serpentfolk
SQ alchemy, change shape (any humanoid, alter self), gifted
spellcaster, serpent's strike
ECO LO GY

Environment any
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (+1 dagger, 3 potions of cure moderate
wounds, potion of invisibility, other treasure)
SPECIAL ABILITIES

Alchemy (Ex) Serpentfolk gain a +4 racial bonus on all
Craft (alchemy) checks, and can automatically identify any
potion, elixir, poison, drug, or other alchemical item as a
standard action while studying the material.
Gifted Spellcaster (Ex) Knowledge (arcana), Spellcraft,
and Use Magic Device are class skills for Serpentfolk.
Serpentfolk that gain racial Hit Dice increase their caster
level by +1 per racial Hit Die gained (maximum caster
level of 20th). They gain a new spell-like ability (usable
once per day) with each gained racial Hit Die. Serpentfolk
may select the same spell-like ability multiple times, in
which case they may use that ability a number of times
per day equal to the number of times they selected the
same ability. When a Serpentfolk gains a new spell-like
ability in this manner, the maximum spell level of the
new spell-like ability must be equal to its racial Hit Dice

divided by 2, rounded down. Serpentfolk may choose
each new spell-like ability from any class list, but cannot

choose a spell-like ability that has a material component
or focus cost in excess of 50 gp.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/
round for 6 rounds; effect 1d2 Str; cure 2 consecutive
saves. The save DC is Constitution-based.
Serpent’s Strike (Ex) A serpentfolk’s bite attack is always
treated as a primary attack, even when it wields a
manufactured weapon. A serpentfolk can lick the cutting
edge of any piercing or slashing weapon it wields as a
move action to apply a dose of its poison to the weapon.

A highly intelligent race with a knowledge of advanced
magic and science, the serpentfolk inherited a lost
empire that fell before modern races had even evolved.
They are about the size of an average human, though
because of their slim and muscular form, they typically
seem to stand slightly taller.

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