Coil Spy

Coil Spy Creature 4

Uncommon NE Medium Humanoid Serpentfolk

Senses Perception +10; darkvision, scent (imprecise) 30 feet

Languages Aklo, Common, Dwarven, Gnomish, Undercommon; telepathy 100 feet

Skills Acrobatics +10, Deception +13, Diplomacy +11, Intimidation +11, Occultism +10, Society +10, Stealth +12, Thievery +12

Str +2, Dex +4, Con +1, Int +4, Wis +2, Cha +5

Items hand crossbow (20 bolts), hunting spider venom (2), shortsword, thieves’ tools


AC 22; Fort +9, Ref +12, Will +10 (+4 status vs. mental); +1 status to all saves vs. magic

HP 48; Resistances poison 5


Speed 25 feet

Melee [one-action] shortsword +14 (agile, finesse, versatile S), Damage 1d6+5 piercing plus serpentfolk venom

Melee [one-action] fangs +14 (finesse), Damage 1d6+5 piercing plus serpentfolk venom

Ranged [one-action] hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+3 piercing plus serpentfolk venom or hunting spider venom

Occult Innate Spells DC 21; 4th suggestion; 3rd illusory disguise (at will); 2nd mirror image (at will); 1st ventriloquism (at will)

Deceptive Reposition [one-action] The Coil spy Strides up to half their Speed and attempts a Feint, in either order.

Maintain Disguise A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall unconscious.

Serpentfolk Venom (poison) As zyss serpentfolk, but DC 19.

Sneak Attack The Coil spy’s Strikes deal an extra 2d6 precision damage to flat-footed creatures.

About

Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to even more efficiently infiltrate enemy societies. But before such agents take this extreme step, they must prove themselves as Coil spies. These serpentfolk train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they’re expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits to keep them occupied in the shorter term. When Coil spies get caught, it’s rarely due to a lack of pure skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires.

Section 15: Copyright Notice
Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.