Serpentfolk of Yig

Medium Humanoid, neutral evil

Armor Class 12

Hit Points 40 (9d8)

Speed walk +30

Challenge 1

STR
11
+0
DEX
14
+2
CON
11
+0
INT
14
+2
WIS
11
+0
CHA
14
+2

Saving Throws cha +4

Skills stealth +4, deception +6, perception +2

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Abyssal, Common, Draconic, Infernal, Void Speech

Special Abilities

Magic Resistance. The serpentfolk has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The serpentfolk's innate spellcasting ability is Charisma (spell save DC 12). The serpentfolk can innately cast the following spells, requiring no material components: 3/day each: charm person, disguise self

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 creature. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Source: Creature Codex · OGL/Open