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Serpentfolk CultistCreature 7


RareMediumEvilHumanoidSerpentfolk
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Sakvroth, Telepathy 100 Feet
Skills Arcana +13, Athletics +13, Crafting +13, Deception +16, Intimidation +14, Occultism +15, Religion +17, Society +13
Str +2, Dex +3, Con +2, Int +4, Wis +4, Cha +5

AC 25; Fort +13; Reflex +14; Will +17; +4 status to will saves vs. mental
HP 100
Speed 25 feet
Resistances Poison 10

Fangs One Action +16 (+11, +6) to hit (finesse) 2d8+8 Piercing
Dagger One Action +17 (+13, +9) to hit (agile, finesse, magical, versatile s) 2d4+8 Piercing

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. Magic+4 Status to Will Saves vs. MentalRaise Serpent Three Actions (concentrate, divine)

Frequency once per day


Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a Actor.Skeletal Giant or up to three Medium creatures as Skeletal Champions; the equipment and attacks might be different depending on the corpses' possessions.

These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust.

Serpentfolk Venom (poison)

Saving Throw DC 25 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 creature's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.


Divine Spontaneous Spells (DC 25, +17 to hit)

Cantrips (4th Level): Daze, Divine Lance, Message, Shield, Sigil
1st Level (3 slots): Command, Enfeeble, Fear, Harm, Heal
2nd Level (3 slots): Create Food, Dispel Magic, Noise Blast, Spiritual Weapon
3rd Level (3 slots): Blindness
4th Level (2 slots): Divine Wrath

Occult Innate Spells (DC 28, +20 to hit)

1st Level: Charm, Illusory Disguise (At Will), Ventriloquism (At Will)
2nd Level: Mirror Image (At Will)
4th Level: Suggestion


The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Serpentfolk

Serpentfolk are a family of serpentine humanoids.