The material below is Open Game Content
Medium Humanoid (Reptilian)
Hit Dice: 1d8–1 (3 hp)
Speed: 30 ft. (6 squares)
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Bite +0 melee (1d3 plus poison)
Full Attack: Bite +0 melee (1d3 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Entrancing gaze, poisonous bite
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort –1, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 9, Int 14, Wis 14, Cha 13
Skills: Bluff +9, Diplomacy +9, Listen +8, Spot +8
Feats: Improved Initiative
Organisation: Solitary, pair, gang (3-6), troop (7-12 plus one 3rd level leader) or band (11-20 plus two 2nd level lieutenants, one 5th level leader and one 7th level wizard and 1-2 Huge vipers)
Challenge Rating: 1
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2
You see a sinister robed humanoid; snake-like eyes peer evilly beneath its bald skull and spindly clawed fingers tap on its chest from beneath its robe’s sleeves. Its skin has a noticeably green tint and is patched with scales on many spots.
Green scalefolk are incredibly intelligent and manipulative creatures, forming the spiritual backbone and leadership of the Scalefolk race. Green scalefolk appear as emaciated green humanoids, with factions halfway between human and snake and a greenish tinge to their imperceptibly scaly skin. They often train as priests or wizards, dressing the part with long embroidered robes.
Green scalefolk feign peaceful intentions at first, so they may use their entrancing gaze on an enemy. If they succeed, they quickly use their best attack available on the victim.
Entrancing gaze (Su): By succeeding at a Diplomacy or Intimidate check against a creature, a scalefolk gains a limited power over its will. The affected creature must succeed at a Will save (DC equal to the green scalefolk’s successful Intimidate or Diplomacy check) or stand transfixed, doing nothing but looking at the scalefolk’s eyes, for 1 full round. The creature is considered stunned for game purposes.
Poisonous bite (Ex): Any creature successfully hit by a green scalefolk’s bite attack is poisoned – Fortitude DC 9 (Constitution based), initial and secondary damage 1d3 Con.
Skills: A green scalefolk gains a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Bluff and Diplomacy checks.
Green Scalefolk as Characters
Green scalefolk characters possess the following racial traits.
- +2 Dexterity, –2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.
- Medium size.
- A green scalefolk’s base land speed is 30 feet.
- Darkvision up to 60 feet and low-light vision.
- +2 racial bonus on Listen and Spot checks. Scalefolk are quite alert and observant.
- +4 racial bonus on Bluff and Diplomacy checks. Scalefolk are very good with words and persuasion.
- Scalefolk with characters classes use the Hit Die type, base attack bonus, saves and skills of their 1st character class level.
- +3 natural armour bonus.
- Natural bite attack (1d3 damage).
- Special Attacks (see above): Entrancing gaze, poisonous bite.
- Automatic Languages: Common, Draconic. Bonus Languages: Any.
- Favoured Class: Wizard.
- Level Adjustment +2.