Half-Serpent Template (CR +1)

The creature appears to be a grotesque cross between a snake and its original form. Half-serpent creatures vary considerably, with certain body parts of the original creature replaced with the body part of a snake. Half-serpents are revered by snake cults. These crossbreeds are thought to be the work of Sarkuroth, a divine serpent god, terrible curses, or magical experimentation.

Creating a Half-Serpent Creature

Half-serpent” is an inherited or acquired template that can be added to any corporeal bipedal or quadruped creature. The template may be added multiple times, with each instance giving the base creature a different snake feature and further increasing its challenge rating by one.

A half-serpent creature uses the base creature’s statistics, extraordinary and supernatural abilities except as noted here.

Challenge Rating: same as the base creature +1. Change Hit Dice to d8s. Do not recalculate its base attack bonus, saves, or skill points if its type changes.

Armor Class: The creature gains scales, increasing its natural armor bonus by +2.

Skills: The creature inherits a snake’s natural talent for stealth, gaining a +2 bonus on all Stealth checks.

Snake Feature: A half-serpent creature gains one snake feature, selected from one of the options below.

1- Snake arms: The creature’s arms or forelegs are replaced with powerful snake bodies, complete with heads. The snake heads each grant a non-poisonous natural bite attack. Use the snake head bite damage table below to determine the bite damage. The base creature’s size category counts as one size lower for purposes of determining the snake arm bite damage. For example, the snake arm heads of a size Medium creature would inflict damage as if it were size Small (1d4). A creature with snake arms can still wield a weapon by wrapping its snake arm around it, but the creature suffers a -4 penalty on attack rolls and cannot make bite attacks with that arm. A creature with snake arms also suffers a -4 penalty on all skill checks requiring the use of its hands.

2- Snake eyes and tongue: The creature’s eyes and tongue are replaced with keen snake eyes and a forked tongue. The out of place, disturbing, slit-pupilled eyes grant the creature a +4 bonus on Intimidate checks vs. targets that can see its eyes, and a +2 bonus on Perception checks. The eyes also grant the creature low-light vision. The forked tongue grants the creature the Scent ability.

3- Snake head: The creature’s head is replaced with a snake head, giving it the Scent ability and a natural poisonous bite attack: Poison bite—injury; save Fort DC (10 + 1/2 poisonous creature’s HD + poisonous creature’s Con modifier); frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save. The bite damage is based on the creature’s size: Creature Size Bite Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 

4- Snake tail: The creature’s lower torso is replaced with a long, powerful snake tail. Its base land speed changes to 20 ft., it gains a +2 bonus on Climb checks, and it gains the Constrict (Ex) universal monster ability. When grappling, the creature gains a +4 bonus to its CMB and CMD. The constriction damage is based on the creature’s size: Creature Size Tail Constriction Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6

Sample Half-Serpent Creatures

Half-Serpent Human Fighter 1 (snake head): CR 2; Medium human; HD 1d10+2; hp 8; Init +6; Spd 30; AC 22, flat-footed 20 touch 12 (+2 Dex, +2 natural, +6 chainmail, +2 heavy steel shield); BAB +1; CMB +4; CMD 17; melee +3 (1d6+3/18–20, scimitar) or melee +3 (1d6+3 plus poison DC 12, bite); SA: poisonous bite; AL NE; SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10.

Skills: Acrobatics +-3, Climb +2, Ride +1, Stealth -1, Swim -2

Feats: Cleave, Improved Initiative, Power Attack

Gear: scimitar, chainmail, heavy steel shield

Natural armor +2, stealth +2, snake head: scent, natural poisonous bite attack: poison—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save.

Half-Serpent Dire Bat (snake head and snake tail): CR 4; Large animal; HD 4d8+4; hp 22; Init +2; Senses: blindsense 40 ft.; scent; Perception +12; Speed 20 ft., fly 40 ft. (good); AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size); BAB +3; CMB +7 (+11 grappling); CMD 19 (+23 grappling); melee bite +5 (1d8+4) and melee constrict +5 (1d8+4 plus poison DC 13); SA: poisonous bite; AL N; SV Fort +5, Ref +6, Will +3; Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6.

Feats: Alertness, Stealthy

Skills: Climb +5, Fly +9, Perception +12, Stealth +6; Racial Modifiers +4 Perception when using blindsense

Natural armor +2, stealth +2, snake head: scent, natural poisonous bite attack: poison—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save, snake tail: constrict, +4 bonus to CMB and CMD when grappling.

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