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SERPENTFOLK

Medium humanoid (serpentfolk), chaotic evil

DEFENSE

Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

ABILITY SCORES

STR 14 (+2)DEX 15 (+2)CON 13 (+1)INT 10 (+0)WIS 12 (+1)CHA 10 (+0)

STATISTICS

Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Serpentfolk
Challenge 1/2 (100 XP)

TRAITS

Innate Spellcasting. The serpentfolk's spellcasting ability is Charisma (spell save DC 10). The serpentfolk can innately cast the following spells, requiring no material components.

3/day: disguise self

Keen Smell. The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell.

Limited Poison Resistance. The serpentfolk has advantage on saving throws against inphidian poison.

ACTIONS

Multiattack. The serpentfolk makes two attacks: one with its bite and one with its scimitar.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.



The serpentfolk appears as a scaly humanoid with a fanged snake's head. Serpentfolk are distantly related to inphidians and worship the same horrific deity, Hassith-Kaa, The Great Serpent. Unlike legends surrounding the inphidian origin, the serpentfolk are believed to have been purposefully created by their god and they believe themselves to be the chosen ones of The Great Serpent.

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