Call of Cthulhu
Compendium
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Serpent People
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Attributes
armor
1-point scales
attacks_per_round
1
build
0
characteristics_average
{"strength":"50","constitution":"50","size":"50","dexterity":"65","intelligence":"80","power":"65"}
combat_abilities
[{"name":"Fighting attacks","description":"Serpent people have the usual range of unarmed attacks open to humanoids. They may use all weapons known to man, clutching them effectively in taloned hands."},{"name":"Bite","description":"The bite of a serpent person is highly poisonous. The victim must succeed in an Extreme CON roll—if failed take 1D8 damage."}]
combat_attacks
[{"name":"Fighting","target":"50","damage":"1d3","damage_bonus":"full","attack_type":"attack"},{"name":"Bite","target":"35","damage":"1d8","alt_damage":"plus poison (see Bite)","attack_type":"attack"}]
damage_bonus
0
dodge
32
hitpoints
10
magicpoints
13
move
8
sanity_loss
0/1D6 Sanity points to see a serpent person.
short_description
Full atavism
skills
Intimidate 60, Sciences (Biology) 40, Sciences (Chemistry) 40, Spot Hidden 35
special_abilities
[{"name":"Technology","description":"Being great scientists, serpent people may have access to, or the ability to construct, useful technology—see Chapter 13: Artifacts and Alien Devices."}]
spells_known
Full serpent folk know at least 2D6 appropriate spells. A common spell among them is an illusion that transforms the caster’s appearance into that of a normal human, allowing the serpent person to mingle in human society (see Consume Likeness).
Note that degenerate forms are not likely to know magic.
type
Mythos Monster
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