Zyss Serpentfolk
Creature 2- Perception
- +8; darkvision, scent (imprecise) 30 feet
- Languages
- Aklo, Common, Sakvroth, Telepathy 100 feet
- Skills
- Acrobatics +8, Arcana +8, Deception +9, Occultism +8, Society +8
- Str −1, Dex +4, Con −2, Int +4, Wis +2, Cha +3
- Items
- dagger, shortbow, arrows (30)
Telepathy 100 feet (aura, magical, mental)
- AC
- 18; Fort +4, Ref +8, Will +8; +4 status to will saves vs. mental, +1 status to all saves vs. magic
- HP
- 25; Resistances poison 5
Thin of Blood Zyss serpentfolk 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 ◆ fangs +10 (finesse), Damage 1d6+1 piercing plus Serpentfolk Venom
Melee ◆ dagger +10 (agile, finesse, versatile s), Damage 1d4+1 piercing plus Serpentfolk Venom
Ranged ◆ shortbow +10 (deadly d10), Damage 1d6+2 piercing plus Serpentfolk Venom
Occult Innate Spells DC 18, attack +10; 4th suggestion; 2nd blur (self only, at will); 1st illusory disguise (at will), ventriloquism (at will)
Serpentfolk Venom (poison) Saving Throw DC 16 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)
Source: Pathfinder Monster Core