Serpentfolk Alchemist

Family: Serpentfolk

Medium monstrosity (shapechanger), neutral evil

Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 18 (+4) 19 (+4) 16 (+3) 15 (+2)

Skills Arcana +8, Yog-Sothothery +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Damage Immunities poison
Condition Immunities frightened, paralyzed, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
Languages Aklo, Common, Serpentfolk
Challenge 9 (5,000 XP)

Special Traits

  • Innate Spellcasting. The serpentfolk’s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
    • At will: minor illusion
    • 1/day each: charm person, cure wounds (3rd-level), detect thoughts, dominate person, gaseous form, invisibility, major image, mirror image, nondetection, see invisibility, stoneskin, suggestion
  • Keen Smell. The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell.
  • Magic Resistance. The serpentfolk has advantage on saving throws against spells and other magical effects.
  • Shapechanger. The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.

Actions

  • Multiattack. The alchemist makes two ranged attacks or two melee attacks: one with its bite and one with its dagger.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 9 (2d8) poison damage on a failure save, or half as much damage on a success.
  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 27 (6d8) poison damage and the target must succeed on a DC 16 Constitution saving throw or it is poisoned for 1 minute. At the end of each of the poisoned creature’s turns, it makes a new saving throw, ending the poisoned condition on itself on a success.
  • Refined Acid. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 26 (4d10 + 4) acid damage.

About

A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk once had a great empire, but it fell before modern races had even evolved. Serpentfolk 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, particularly for their skill at producing poisons and drugs, including metamorphic venom.

Section 15: Copyright Notice

Sandy Petersen's Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.

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