Serpentfolk, Serpentfolk IllusionistSerpentfolk Illusionist CR 8Source Monster Codex pg. 204 XP 4,800 Advanced serpentfolk illusionist 4 NE Medium monstrous humanoid Init +10; Senses darkvision 60 ft., scent; Perception +13DefenseAC 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 19OffenseSpeed 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, evocationTacticsDuring 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.StatisticsStr 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 gpEcologyEnvironment any land (usually jungles or underground)Special AbilitiesPoison (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.DescriptionA 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
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