Serpentfolk GranitescaleCreature 6
Source Pathfinder #170: Spoken on the Song Wind
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Telepathy 100 Feet
Skills Acrobatics +13, Athletics +15, Intimidation +13
Str +5, Dex +4, Con +4, Int -2, Wis +1, Cha +1
AC 24 22 with shed scales; Fort +17; Reflex +14; Will +12; +2 status to Will vs. mental
HP 120
Speed 25 feet
Resistances Poison 8
Longspear
+17 (+12, +7) to hit (reach) 2d8+6 PiercingFangs
+17 (+12, +7) to hit 2d8+6 PiercingJavelin
+16 (+11, +6) to hit 2d6+4 PiercingTelepathy 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.
+2 Status to Will vs. MentalAttack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Chipping Scales
Frequency once per day
Trigger The granitescale takes piercing or slashing damage
Effect 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.
Rattling Spear
(auditory, emotion, mental)Requirements The granitescale's last action was a successful spear Strike
Effect The granitescale rattles the base of their spear, attempting an Intimidation check to [/act demoralize] all enemies within 30 feet (compare the granitescale's Intimidation check result to the targets' Will DCs individually).
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)
Many burly aapoph serpentfolk bear minor mutations. Granitescales have bulky frames covered in hard, speckled gray plates. These scales offer additional protection but shed when struck with too much force. As granitescales regrow lost scales quickly, they make effective long-term sentinels and vanguards for guerilla tactics. Granitescales like to carve their shed scales into small chips and attach them as rattles to the ends of their spears. Many an unsuspecting victim has heard the shaking hiss of a granitescale's rattle too late.
Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
MutantThe monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
SerpentfolkSerpentfolk are a family of serpentine humanoids.