Serpentfolk Venom Caller

Level 7
Creature· evilUncommonMediumLegacy
AC
24
HP
105
Speed
25 ft.
Perception
+15
Fort
+13
Ref
+15
Will
+17
Resistances poison 10
Languages aklo, common, draconic
Senses darkvision, scent 30 ft. (imprecise)
Skills arcana +17, occultism +17, deception +15, nature +15, society +15, survival +15
Recall Knowledge DC 25 (society)

Attacks

Melee Fangs +16 (finesse), Damage 2d8+4 piercing
Melee Sickle +16 (agile, finesse, trip), Damage 1d4+4 piercing
Melee Shortbow +16 (deadly-d10, reload 0 ft.), Damage 1d6+4 piercing

Abilities

Telepathy 100 feetinteraction
+1 Status to All Saves vs. Magic
+4 Status to Will vs. Mental
Serpentfolk Venom

Saving Throw DC 23 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Enfeebled 1 (1 round)

Stage 2 2d4 poison damage and enfeebled 1 (1 round)

Venom Pool◆◆

Frequency once per day


Effect The venom caller conjures a 10-foot area of liquid poison within 60 feet. Each creature that begins its turn in the area takes 4d6 poison damage (DC 25 fortitude save). On a critical failure, creatures also take 1d6 persistent poison. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the concentrate trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 min

Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their inherent venom. They have a reputation for bold action, something that puts them at odds with other zyss who prefer stealth and subterfuge. When a venom caller can't eliminate their rivals to seize control of their colony, they often leave in a dramatic demonstration of arrogance, insisting that slithering in shadows does the serpentfolk cause no favors.

Though venom callers aren't considered subtle by their kin, their schemes-which often revolve around acquiring rare magical lore-can nevertheless take humanoid communities by surprise. Venom callers often lure away unsuspecting victims, murder them, and disfigure their venom-wracked bodies with acid; the venom caller then assumes the victim's form. Authorities, believing all members of the community are accounted for, assume the unrecognizable corpse must have been a traveler. Most venom callers have broken with other serpentfolk communities and have no qualms about murdering their kin or infiltrating other serpentfolk cells if it serves their purposes.


Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.