Serpentfolk Spellblade
System: Pathfinder | SRD
Serpentfolk Spellblade
CR 13
NE
Monstrous Humanoid
Medium
Init +10
;
Senses darkvision 60 ft., scent; Perception +18
Defense
AC 26, touch 15, flat-footed 22 (+7 armor, +1 deflection, +3 Dex, +1 dodge, +4 natural)
hp 160 (14 HD; 5d10+9d8+93)
Fort +15
Ref +14
Will +12
Immune mind-affecting effects, paralysis, poison
SR 24
Offense
Speed 20 ft.
Melee +2 corrosive scimitar +17/+12/+7 (1d6+5/15-20 plus 1d6 acid), bite +9 (1d6+1 plus poison)
Ranged mwk composite longbow +19/+14/+9 (1d8+4/×3)
Special Attacks improved spell combat, spell combat (-2 attack, +2 concentration), spellstrike
CMB +14
CMD 32
Statistics
Str 16,
Dex 23,
Con 21,
Int 20,
Wis 13,
Cha 16
Base Atk +11
Feats Combat Expertise, Craft Magic Arms and Armor, Dodge, Great Fortitude, Improved Critical (scimitar), Improved Initiative, Toughness, Weapon Focus (scimitar)
Skills Acrobatics +10 (+6 when jumping), Climb +10, Craft (alchemy) +13, Disguise +9, Escape Artist +19, Intimidate +15, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (history) +8, Knowledge (nobility) +6, Perception +18, Sense Motive +8, Spellcraft +16, Stealth +15, Survival +8, Swim +4, Use Magic Device +15
Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
SQ arcane pool (9 points, +3), knowledge pool, magus arcana (hasted assault, pool strike +4d6, spell shield), medium armor proficiency, spell recall
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.