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Serpentfolk, Serpentfolk Illusionist

Serpentfolk Illusionist CR 8

Source Monster Codex pg. 204
XP 4,800
Advanced serpentfolk illusionist 4
NE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +13

Defense

AC 21, touch 17, flat-footed 15 (+1 deflection, +6 Dex, +4 natural)
hp 99 (9 HD; 5d10+4d6+58)
Fort +7, Ref +11, Will +9
Immune mind-affecting effects, paralysis, poison; SR 19

Offense

Speed 30 ft.
Melee mwk dagger +8/+3 (1d4/19–20), bite +2 (1d6 plus poison)
Spell-Like Abilities (CL 4th; concentration +8)
At will—disguise self (DC 15, humanoid form only), ventriloquism (DC 15)
1/day—blur, dominate person (DC 19), major image (DC 17), mirror image, suggestion (DC 17)
Arcane School Spell-Like Abilities (CL 4th; concentration +10)
9/day—blinding ray
Illusionist Spells Prepared (CL 4th; concentration +10)
2nd—blindness/deafness (DC 18), detect thoughts (DC 18), illusion of calmUC (DC 19), invisibility, pernicious poisonUM
1st—color spray (2, DC 18), hypnotism (DC 18), shield, silent image (DC 18), vanishAPG
0 (at will)—dancing lights, detect magic, mage hand, read magic
Opposition Schools conjuration, evocation

Tactics

During Combat A serpentfolk illusionist seeks to deceive opponents with spells until it can debilitate them with blindness/deafness, color spray, or a venomous bite enhanced with pernicious poison. Otherwise, it attacks with its wand or uses suggestion and dominate person to turn enemies into allies.

Statistics

Str 10, Dex 22, Con 21, Int 22, Wis 13, Cha 18
Base Atk +7; CMB +7; CMD 24
Feats Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Spell Focus (illusion), Toughness
Skills Acrobatics +11, Bluff +10, Diplomacy +10, Disguise +10, Escape Artist +19, Intimidate +12, Knowledge (arcana) +18, Knowledge (dungeoneering, nobility, religion) +10, Knowledge (history, planes) +12, Perception +13, Sense Motive +7, Spellcraft +18, Use Magic Device +15; Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Abyssal, Aklo, Common, Draconic, Elven, Undercommon; telepathy 100 ft.
SQ arcane bond (viper), extended illusions (+2 rounds)
Combat Gear potions of cure moderate wounds (2), scrolls of blur (2), scrolls of daze monster (2), scrolls of hideous laughter (2), scroll of hold person, scrolls of invisibility (2), scrolls of mirror image (2), scrolls of touch of idiocy (2), wand of mage armor (20 charges), wand of magic missile (20 charges); Other Gear mwk dagger, amulet of natural armor +1, ring of protection +1, spellbook, 273 gp

Ecology

Environment any land (usually jungles or underground)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

Description

A serpentfolk illusionist has greatly enhanced its racial gifts for deception with decades of intensive arcane study. On the surface world, it is often the leader of a group of serpentfolk or a cult of lesser reptilian humanoids.

Creatures in "Serpentfolk" Category

NameCR
Serpentfolk4
Serpentfolk Bone Prophet11
Serpentfolk High Priest14
Serpentfolk Hunter6
Serpentfolk Illusionist8
Serpentfolk Reclaimer6
Serpentfolk Spellblade13
Serpentfolk Spy5