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Serpentfolk Alchemist(Vivisectionist) CR 8 XP 4,800

NE Medium monstrous humanoid
Init +12; Senses darkvision 60 ft., low light vision, scent; Perception +13

DEFENSE

AC 27, touch 19, flat-footed 18 (+8 Dex, +4 natural, +1 dodge, +2 armor, +2 shield)
hp 94 (5d10+4d8+49)
Fort +16(3/day reroll vs disease), Ref +12, Will +6
DR 3/- vs piercing missiles; Immune mind-affecting effects, paralysis, poison; SR 19
Special 50% chance ignore critical or sneak attack damage

OFFENSE

Speed 30 ft.
Melee +1 dagger +17 (1d4+2/19–20 plus poison), bite +11 (1d6+1 plus poison)
Spell-like abilites (CL 8th; concentration +12)

Special Abilities

  • Mutagen-1/day for 40 minutes: +2 natural armor, +4 Dex, -2 Wis
  • Sneak Attack 2d6
  • Poison (Ex) Bite - injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.
  • Rat Form - standard action, assume dire rat form 5 minutes/day, 1 minute increments

STATISTICS

Str 12, Dex 26, Con 21, Int 18, Wis 13, Cha 18
Base Atk +8; CMB +9; CMD 27
Feats Dodge, Great Fortitude, Improved Initiative, Improved Natural Armor, Weapon Finesse
Skills Acrobatics +17, Appraise +11, Diable Device +19, Disguise +9, Escape Artist +21, Heal +12, Knowledge (arcana) +11, Knowledge (nature) +11, Perception +13, Sense Motive +6, Spellcraft +11, Survival +8, Use Magic Device +17;
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
Gear +1 dagger, +1 buckler, +1 quilted cloth armor, polymorphing plague rat belt, healer's kit, mw thieves tools, alchemists crafting kit

Page last modified on October 23, 2013, at 10:57 AM