Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
(+4 status vs. mental); +1 status to all saves vs. magic
Ability
Deceptive Reposition
The Coil spy Strides up to half their Speed and attempts a Feint, in either order.
Ability
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.
Ability
Occult Innate Spells
DC 21; 4th suggestion; 3rd illusory disguise (at will); 2nd mirror image (at will); 1st ventriloquism (at will)
Ability
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)
Ability
Sneak Attack
The Coil spy's Strikes deal an extra 2d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +14 [+10/+6] (agile, finesse, versatile S), Damage 1d6+5 piercing plus serpentfolk venom
Offense
Ranged
Circumstance: combat round (ranged)
hand crossbow +10 [+5/+0] (range increment 60 feet, reload 1), Damage 1d6+3 piercing plus serpentfolk venom or hunting spider venom
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Serpentfolk
Serpentfolk are a family of serpentine humanoids.
Item
hand crossbow (20 bolts)
hunting spider venom (2)
shortsword
thieves' tools
Language
Aklo
Common
Dwarven
Gnomish
telepathy 100 feet
Undercommon
Perception
darkvision
scent (imprecise) 30 feet
Resistance
poison 5