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:
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.

Actions/Abilities/Traits:
(Pathfinder 2e) (Serpentfolk Granitescale)
Actions/Abilities/Traits: (Pathfinder 2e) (Serpentfolk Granitescale)
Ability
Ability
Circumstance: Trigger: The mpeshi falls at least 10 feet;
(+2 status vs. mental)
Ability
Attack of Opportunity [Reaction]
Ability
Chipping Scales [Reaction]
Circumstance: Trigger: The granitescale takes piercing or slashing damage;
Frequency: once per day
The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale reduces the damage by 10, but their AC is reduced by 2 for 1 day, when the shed scales regrow.
Ability
Rattling Spear
Circumstance: The granitescale's last action was a successful spear Strike;
The granitescale rattles the base of their spear, attempting an Intimidation check to Demoralize all enemies within 30 feet (compare the granitescale's Intimidation check result to the targets' Will DCs individually).
Ability
Serpentfolk Venom
(poison) Saving Throw DC 22 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)
Offense
Melee
Circumstance: combat round (melee)
longspear +17 [+12/+7] (reach), Damage 2d8+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +16 [+11/+6] (range increment 30 feet), Damage 2d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Trait
Serpentfolk
Serpentfolk are a family of serpentine humanoids.
Item
javelin (5)
longspear
Language
Aklo
Common
telepathy 100 feet
Undercommon
Perception
darkvision
scent (imprecise) 30 feet
Resistance
poison 8

Actions/Abilities/Traits:
(Pathfinder 2e) (Serpentfolk Venom Caller)
Actions/Abilities/Traits: (Pathfinder 2e) (Serpentfolk Venom Caller)
Ability
Ability
Circumstance: Trigger: The granitescale takes piercing or slashing damage;
Frequency: once per day
(+4 status vs. mental); +1 status to all saves vs. magic
Ability
Arcane Spontaneous Spells
DC 25, attack +17; 4th acid arrow, noxious vapors (2 slots); 3rd mind reading, slow, stinking cloud (3 slots); 2nd acid arrow, false life, invisibility (3 slots); 1st feather fall, item facade, magic missile (3 slots); Cantrips (4th) acid splash, detect magic, mage hand, read aura, shield
Ability
Occult Innate Spells
DC 25; 4th suggestion; 3rd illusory disguise (at will); 2nd mirror image (at will); 1st ventriloquism (at will)
Ability
Serpentfolk Venom
(poison) Saving Throw DC 23 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
Venom Pool
Frequency: once per day
Effect: The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes 4d6 poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take 1d6 persistent poison damage. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the concentrate trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace.
Offense
Melee
Circumstance: combat round (melee)
fangs +16 [+11/+6] (finesse), Damage 2d8+4 piercing plus serpentfolk venom
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +16 [+11/+6] (deadly d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing plus serpentfolk 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
shortbow (20 arrows)
sickle
Language
Aklo
Common
Draconic
telepathy 100 feet
Undercommon
Perception
darkvision
scent (imprecise) 30 feet
Resistance
poison 10
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