This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent’s head.

Serpentfolk (CR 4)
Medium monstrous humanoid (shapechanger)
Init +9; Senses darkvision 60 ft., scent; Notice 20
AC 18, flat-footed 13; SR 15
(+5 Dex, +3 natural)
HP 42 (5d10+15)
Fort +6, Ref +9, Will +6
Immune mind, paralysis, poison
Speed 30 ft.
Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus poison)
Spell-Like Abilities (CL 4th; caster check +7)
At will—ventriloquism
1/day—blur, mirror image, suggestion (W-DC 16)
Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Great Fortitude, Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Deception +8, Escape Artist +10, Knowledge (arcana) +9, Perception +10, Sense Motive +7, Spellcraft +8, Use Magic Device +8
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ change shape (alter self)
Environment jungle, underground, urban
Organization solitary, pair, or cult (3–12)
Treasure NPC gear (masterwork dagger, other treasure)
Special Abilities
Poison (Ex, Con) Bite—injury; save Fort DC 15; track Strength; frequency 1/round for 6 rounds; W(1-4)-I(4-6)-H(1-4)-disabled; cure 2 saves.

To the serpentfolk, the pursuit of knowledge and magic is the highest goal. Their legends speak of how humanity rose to power only through the theft of serpent magic, a legend that may form the basis of the hatred toward humanity most serpentfolk harbor. They view themselves as the undisputed masters of magic, be it arcane or divine. Yet despite this, the majority of serpentfolk today are degenerates who have devolved to the point of primeval savagery and have lost much of their magical legacy—more civilized serpentfolk generally regard these degenerates with shame and disdain.

Serpentfolk are 6 feet tall and weigh 120 pounds. All serpentfolk are quite long-lived, and generally live to the age of 500.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.