Serpentfolk CR 5
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.
Str 10, Dex 23, Con 19, Int 20, Wis 17, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Combat Casting, Improved Initiative, Weapon Finesse
Skills Bluff +9, Craft (alchemy) +18, Disguise +9, Perception +12, Profession (Yog-Sothothery philosopher) +12, Sense Motive +9, Spellcraft +14, Stealth +15, Use Magic Device +12; Racial Modifiers +4 Craft (alchemy)
Languages Aklo, Common, Serpentfolk
SQ alchemy, change shape (any humanoid, alter self), gifted spellcaster, serpent’s strike
Serpentfolk gain a +4 racial bonus on all Craft (alchemy) checks, and can automatically identify any potion, elixir, poison, drug, or other alchemical item as a standard action while studying the material.
Gifted Spellcaster (Ex)
Serpentfolk that gain racial Hit Dice increase their caster level by +1 per racial Hit Die gained (maximum caster level of 20th). They gain a new spell-like ability (usable once per day) with each gained racial Hit Die. Serpentfolk may select the same spell-like ability multiple times, in which case they may use that ability a number of times per day equal to the number of times they selected the same ability. When a Serpentfolk gains a new spell-like ability in this manner, the maximum spell level of the new spell-like ability must be equal to its racial Hit Dice divided by 2, rounded down. Serpentfolk may choose each new spell-like ability from any class list, but cannot choose a spell-like ability that has a material component or focus cost in excess of 50 gp.
Serpent’s Strike (Ex)
A serpentfolk’s bite attack is always treated as a primary attack, even when it wields a manufactured weapon. A serpentfolk can lick the cutting edge of any piercing or slashing weapon it wields as a move action to apply a dose of its poison to the weapon.
A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk inherited a lost empire that fell before modern races had even evolved.
They 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 that know of them for their skill at producing poisons, drugs, and so forth, including metamorphic venom.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.