Coil Spy
Creature 4- Perception
- +10; darkvision, scent (imprecise) 30 feet
- Languages
- Aklo, Common, Dwarven, Gnomish, Sakvroth, Telepathy 100 feet
- Skills
- Acrobatics +10, Deception +13, Diplomacy +11, Intimidation +11, Occultism +10, Society +10, Stealth +12, Thievery +12
- Str +2, Dex +4, Con +1, Int +4, Wis +2, Cha +5
- Items
- hand crossbow, shortsword, thieves' toolkit, spider venom (2), bolts (20)
- AC
- 22; Fort +9, Ref +12, Will +10; +4 status to will saves vs. mental, +1 status to all saves vs magic
- HP
- 48; Resistances poison 5
Thin of Blood Coil spies recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions.
- Speed
- 25 feet
Melee ◆ shortsword +14 (agile, finesse, versatile s), Damage 1d6+5 piercing plus Serpentfolk Venom
Melee ◆ fangs +14 (finesse), Damage 1d6+5 piercing plus Serpentfolk Venom
Ranged ◆ hand crossbow (spider venom) +10 (reload 1), Damage 1d6+3 piercing plus Spider Venom
Ranged ◆ hand crossbow (serpentfolk venom) +10 (reload 1), Damage 1d6+3 piercing plus Serpentfolk Venom
Occult Innate Spells DC 21, attack +13; 4th suggestion; 3rd illusory disguise (at will); 2nd blur (self only, at will); 1st ventriloquism (at will)
Deceptive Reposition ◆ The Coil spy Strides up to half their Speed and attempts a Feint, in either order.
Maintain Disguise A Coil spy can maintain an ongoing Illusory Disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled.
Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall Unconscious.
Serpentfolk Venom (poison) Saving Throw DC 19 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)
Sneak Attack The Coil spy's Strikes deal an extra 2d6 precision damage to Off-Guard creatures.
Source: Pathfinder Monster Core