The material below is Open Game Content
Medium Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Speed: 30 ft. (6 squares)
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Bite +0 melee (1d3) or heavy mace +0 melee (1d8) or claw +0 melee (1d2) or heavy crossbow +1 ranged (1d8/19-20)
Full Attack: Bite +0 melee (1d3) and heavy mace –2 melee (1d8) or bite +0 melee (1d3) and 2 claws –2 melee (1d2) or heavy crossbow +1 ranged (1d8/19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Acid spit
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +0, Ref +3, Will –1
Abilities: Str 11, Dex 13, Con 11, Int 10, Wis 8, Cha 10
Skills: Balance +5, Climb +4, Hide +5, Move Silently +5
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 2-4 Large vipers)
Challenge Rating: ½
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1
You see a reptilian humanoid, vaguely similar to a lizardman except for its more humanoid features, leaner form and finer clothing. It does not have a tail. It wields a heavy mace and wears a breastplate over its tunic; its voice is nearly a hiss as it yells and attacks.
Yellow scalefolk are the most snakelike of their kin, with their features retaining only vague (yet notorious) vestiges of humanity. Their yellow skin is leathery and almost full of minuscule scales; they have long sharp fingernails and two venomous fangs in their mouths.
Yellow scalefolk fight in an organised, strategic fashion. They are cruel but efficient, never sacrificing combat effectiveness for the sake of hurting others. This also means they know when it is best to retreat. Yellow scalefolk favour heavy maces and crossbows.
Acid Spit (Ex): Once every 1d4 rounds, a yellow scalefolk may spit acid against a single creature within 60 feet. The yellow scalefolk must make a successful touch attack against the target; if successful, the target suffers acid 1d4 damage and must succeed at a Fortitude save (DC 10, Constitution based) next round or suffer an additional 1d4 acid damage.
Skills: A yellow scalefolk gains a +2 racial bonus on all Balance and Climb checks, as well as a +2 racial bonus on Hide and Move Silently checks.
Yellow Scalefolk as Characters
Yellow scalefolk characters possess the following racial traits.
- +2 Dexterity, –2 Wisdom.
- Medium size.
- A yellow scalefolk’s base land speed is 30 feet.
- Darkvision up to 60 feet and low-light vision.
- +2 racial bonus on Balance, Climb, Hide and Move Silently checks. The snakelike bodies of yellow scalefolk are well suited for stealth and agility.
- Scalefolk with characters classes use the Hit Die type, base attack bonus, saves and skills of their 1st character class level.
- Natural attacks: claw (1d2 damage), bite (1d3 damage).
- +4 natural armour bonus.
- Special Attacks (see above): Acid spit.
- Automatic Languages: Common, Draconic. Bonus Languages: Any.
- Favoured Class: Fighter.
- Level Adjustment +1.