The * Frilond * Campaign
Serpentfolk

White Wolf's Creature Collection Revisited presents a pretty good Open Game Content alternative to the Yuan-Ti in its Asaatth, "an ancient race of serpentine warrior wizards." These creatures, while having only 3 HD, have a whopping +5 Level Adjustment, due to their excellent ability scores, decent spellcasting ability, and multiple natural attacks (including a poisonous bite). Accordingly, we've developed a Savage Species style monster class for these serpentfolk, which distributes their many special abilities over an eight-level class progression.

SERPENTFOLK MONSTER CLASS

Monstrous Humanoid

The serpentfolk are the inheritors to an ancient lineage of mighty spellcasting and warcraft. Serpentfolk appear as snake-like humanoids, slender and graceful. Their scales are deep green with red and orange stripes; they effect rich robes and ornate decorations.

Racial Traits

Class Skills

The serpentfolk's class skills are Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magical Device (Cha).

Class Features

All of the following are class features of the serpentfolk monster class.

Weapons and Armor Proficiency: Serpentfolk are automatically proficient with simple weapons, martial weapons, light armor, and medium armor.

Feats: A serpentfolk receives one feat at 1st level and another at 7th level. After 8th level it gains feats normally according to its character level.

Bite: A serpentfolk has a bite attack that is a natural weapon dealing the indicated damage.

Claw: An serpentfolk has a claw attack that is a natural weapon dealing the indicated damages.

Tail Slap: A serpentfolk has a tail slap attack that is a natural weapon dealing the indicated damage.

Keen Senses (Ex): A serpentfolk gains benefits from its keen senses at 1st, 2nd, 4th, 6th, and 8th level.

Poison (Ex): Injury, Fortitude DC 10 + 1/2 serpentfolk's HD + Con bonus, initial damage nauseated 2d4+2 minutes, secondary damage —. The save DC is Constitution-based.

Spells (Sp): A serpentfolk casts spells as a wizard of the indicated level.

The Serpentfolk
Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skill Points CR Special
1st 1d8 +1 +0 +2 +2 (2 + Int mod) x 4 1/2 Feat, +2 natural armor, bite 1d3, keen senses (low-light vision)
2nd 1d8 +1 +0 +2 +2 - 1 +2 Int, claw 1d3, spells (1st level wizard), keen senses (darkvision 60 ft.)
3rd 1d8 +1 +0 +2 +2 - 1 +2 Str, +2 Cha, +3 natural armor
4th 2d8 +2 +0 +3 +3 2 + Int mod 2 +2 Wis, +2 racial bonus to Move Silently and Hide, keen senses (scent 10 ft.)
5th 2d8 +2 +0 +3 +3 - 2 +2 Dex, +4 natural armor, tail slap 1d4, spells (2nd level wizard),
6th 2d8 +2 +0 +3 +3 - 3 +2 Int, speed 40 ft., poison, keen senses (scent 20 ft.)
7th 3d8 +3 +1 +3 +3 2 + Int mod 4 +2 Con, +2 Wis, +5 natural armor, feat
8th 3d8 +3 +1 +3 +3 - 4 +2 Dex, tail slap 1d6, spells (3rd level wizard), keen senses (scent 30 ft.)