Size:
Medium
Type:
Monstrous Humanoid
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
25
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.
Action
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success.
Action
Multiattack
The serpentfolk makes two attacks: one with its bite and one with its dagger.
Special
1/day each
charm person, major image, mirror image, suggestion
Special
At will
minor illusion
Special
Innate Spellcasting
The serpentfolk's spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:
Special
Keen Smell
The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell.
Special
Magic Resistance
The serpentfolk has advantage on saving throws against spells and other magical effects.
Special
Shapechanger
The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
+1
1
Action
bite
5 (1d6-1 plus poison)
Action
mwk dagger
11 (1d4-1/19-20)
Special (Ex)
Alchemy
Special (Ex)
Gifted Spellcaster
Special (Ex)
Poison
Special (Ex)
Serpent's Strike

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Poison|Telepathy
Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 2 saves.
Special
|Poison|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
This serpent-headed humanoid wears elegant robes over its sinuous body. The cuffs of its sleeves reveal wicked claws, and a long tail emerges from beneath the hem of the robe.
A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk once had a great empire, but it fell before modern races had even evolved. Serpentfolk are about the size of an average human, though because of their slim and muscular form, they typically seem to stand slightly taller.
Serpentfolk favor the use of carefully crafted magic items and have almost limitless access to magic. They can naturally create an illusion to resemble a particular human and often live within human society unnoticed. Serpentfolk alchemists are renowned in secret circles, particularly for their skill at producing poisons and drugs, including metamorphic venom.
5e SRD