Coil Spy

Creature 4
  • uncommon
  • Medium
  • humanoid
  • serpentfolk
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

Running this fight? Add the coil spy to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors