Serpentfolk, (Serpent people): The Shadowed Masters of Forgotten Ages
“Ancient, shape-shifting snake people secretly controlling the world from the shadows—are Serpentfolk humanity’s true masters?”
Serpentfolk (Description)
Serpentfolk Castes & Variants (Pulp-Inspired)
Serpentfolk are an ancient race of reptilian humanoids who lurk in the shadows of history, manipulating mortal civilizations to serve their own hidden agenda. Masters of illusion, mind control, and deception, they have survived the collapse of their once-mighty empire by weaving themselves into the myths, religions, and power structures of the world.
Appearance
Serpentfolk vary in form, with some appearing as tall, humanoid figures covered in shimmering scales, while others bear fully ophidian heads, elongated limbs, and forked tongues. Their piercing, slit-pupiled eyes gleam with an unsettling intelligence, shifting in color from venomous green to hypnotic gold. Some are capable of shape-shifting, taking on human guises to move unseen among their prey.
Behaviour
Serpentfolk are patient, secretive, and utterly ruthless. They rarely act openly, preferring long-term manipulation over direct conflict. Highly intelligent and deeply cunning, they consider themselves superior to mammals and other warm-blooded beings, seeing them as little more than pawns or livestock. They have a deep reverence for their ancient gods—often serpentine deities of knowledge, domination, or destruction—and seek to restore their lost civilization at any cost.
Habitat
Serpentfolk dwell in the hidden places of the world—subterranean ruins, jungle temples, and long-forgotten catacombs. Some have infiltrated human society, residing in opulent palaces, secluded monasteries, or shadowy cult strongholds. Their underground lairs are often filled with forbidden artifacts, venomous guardians, and ancient inscriptions chronicling their lost empire.
Modus Operandi
Rather than ruling through brute force, Serpentfolk prefer manipulation and subterfuge. They infiltrate kingdoms, religions, and secret societies, subtly guiding events to weaken their enemies and increase their influence. They are known to:
- Pose as prophets, alchemists, or scholars, using their knowledge to sway rulers and nobles.
- Establish hidden cults, gathering followers who unknowingly serve their cause.
- Weave illusions and mind control, ensuring their enemies never realize they are being controlled.
- Orchestrate wars, plagues, and disasters, seeing human suffering as a tool to reclaim dominance.
Motivation
The Serpentfolk’s ultimate goal is the restoration of their ancient empire. They see themselves as the rightful rulers of the world, long displaced by lesser beings. Some wish to resurrect their long-dead gods, while others seek to enslave or exterminate mammalian life altogether. Their patience is nearly limitless—where mortals plan for years, Serpentfolk plan for centuries.
Serpentfolk Castes & Variants (Pulp-Inspired)
These Serpentfolk draw from pulp fiction, ancient myth, and lost-world fantasy, making them sinister, primeval, and truly alien—not just “snake people with a god complex.”
1. Serpentfolk Thrall (CR 1/4 – 1/2)
- Role: Enslaved laborers, cannon fodder, broken former enemies
- Appearance: Malnourished, sunken reptilian eyes, faded scales, bound in chains
- Abilities: Conditioned Obedience, Feral Strike when cornered, Poison Resistance
2. Serpentfolk Slaver (CR 3 – 5)
- Role: Capturers of new thralls, ruthless enforcers
- Appearance: Lean, sinewy, draped in barbed leather, glowing green brands of authority on their forearms
- Abilities: Barbed Lash (ensnares targets), Venomous Command (instills fear or obedience), Trapper’s Cunning
3. Serpentfolk Stalker (CR 4 – 6)
- Role: Jungle hunters, city infiltrators
- Appearance: Sleek, elongated limbs, hooded and wrapped in shadowy cloaks, eyes glow in the dark
- Abilities: Venomous Dagger, Shadow Meld (blends into darkness), Cold-Blooded Patience (remains motionless for hours before striking)
4. Serpentfolk Blood Seer (CR 6 – 8)
- Role: Visionaries, keepers of ancient rites, prophets of lost gods
- Appearance: Tall and emaciated, robes soaked in sacrificial ichor, blind yet all-seeing, veins pulsing with eldritch energies
- Abilities: Blood Rituals (empowers allies through self-harm), Sight Beyond Flesh (sees through walls and illusions), Mind Venom (drives victims mad)
5. Serpentfolk Warfang (CR 7 – 9)
- Role: Brutal enforcers, sacred gladiators
- Appearance: Hulking, covered in ritual scars, clad in crude but effective bronze armor
- Abilities: Twin Scimitar Assault, Fang Frenzy (rapid bite attacks), Blood-Fueled Berserk (becomes stronger when wounded)
6. Serpentfolk Elite Guard (CR 8 – 10)
- Role: Personal bodyguards of Serpentfolk rulers, battlefield tacticians
- Appearance: Tall and imposing, wearing bronze plate armor inlaid with ancient glyphs, scimitars laced with venom
- Abilities:
- Serpent’s Reflexes (can parry attacks and react with lightning speed)
- Scimitar Mastery (dual-wields curved blades with deadly precision)
- Unyielding Guardian (can take damage in place of its master)
- Envenomed Steel (poison-laced weapons cause lingering agony)
7. Serpentfolk Revenant-King (CR 10 – 12)
- Role: Undead rulers of fallen Serpentfolk empires, seeking vengeance
- Appearance: Mummified, golden scales dulled with age, dressed in decayed regalia, eyes burning with necrotic hate
- Abilities: Soul Venom (drains both life and willpower), Summon Dead Slaves, Curse of the Forgotten Dynasty
8. Serpentfolk Fleshweaver (CR 12 – 14)
- Role: Twisted bio-alchemists, creators of horrifying hybrid abominations
- Appearance: Clad in sinew-stitched robes, extra malformed limbs from past experiments, surrounded by writhing serpentine horrors
- Abilities: Mutagenic Touch (warps flesh), Venomous Grafts (enhances allies with monstrous traits), Create Horrors (spawns twisted creatures mid-battle)
9. Serpentfolk Overlord (CR 16 – 18)
- Role: Supreme ruler of Serpentfolk civilization, warlord, or high priest
- Appearance: Towering and regal, adorned in arcane sigils and lost-world relics, exuding an aura of total domination
- Abilities: Master Tactician, Venomous Aura, Ancient Magic, Mind Control (on a mass scale), Absolute Presence (instantly forces Serpentfolk to obey)
10. Serpentfolk Prime (CR 20+)
- Role: The last of the original Serpentfolk, an immortal ruler from a time before human history
- Appearance: Titanic, covered in burning sigils of an elder race, speaking in an incomprehensible, reality-distorting language
- Abilities: Timeworn Immortality (cannot be killed conventionally), World Venom (corrupts entire landscapes), Mindscourge (erases memories from existence), Speaks the Lost Name of Reality (causes instant destruction or madness)
Design Philosophy
This Serpentfolk hierarchy leans into:
- Howardian & Lovecraftian horror – Lost civilizations, reptilian overlords, ancient cosmic terror
- Pulp adventure & sword-and-sorcery – Forgotten jungle empires, ruins littered with unspeakable relics
- Pre-human domination – They ruled the world before mankind and see themselves as its rightful rulers
Serpentfolk Overlord 5e
Serpentfolk Elite Guard 5e
Serpentfolk Thrall 5e
Serpentfolk Pathfinder
Serpentfolk Overlord

Large Monstrosity (Serpentfolk), Lawful Evil
Armor Class 18 (Natural Armor)
Hit Points 187 (22d10 + 66)
Speed 40 ft., climb 30 ft., swim 30 ft.
CR: 16 (15,000 XP)
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 16 (+3) | 20 (+5) | 17 (+3) | 21 (+5) |
Saving Throws Dex +9, Int +10, Wis +8, Cha +10
Skills Arcana +10, Deception +11, Insight +9, Perception +9, Stealth +9
Damage Resistances Poison, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Draconic, Infernal, Common, Telepathy 120 ft.
Innate Spellcasting (Psionics).
The Serpentfolk Overlord’s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
- At Will: Detect Thoughts, Minor Illusion, Mage Hand, Prestidigitation
- 3/Day Each: Suggestion, Fear, Hypnotic Pattern, Invisibility
- 1/Day Each: Dominate Person, Greater Invisibility, Wall of Force
Legendary Resistance (3/Day).
If the Serpentfolk Overlord fails a saving throw, it can choose to succeed instead.
Serpent’s Grace.
The Serpentfolk Overlord moves through difficult terrain without penalty and has advantage on Dexterity (Stealth) checks while in dim light or darkness.
Actions
Multiattack.
The Serpentfolk Overlord makes three attacks, choosing from the following options:
- One with its Serpentine Blade or Venomous Longbow,
- One with its Bite attack,
- One with either Hypnotic Gaze or Spit Venom.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
- Hit: 12 (2d6 + 4) piercing damage plus 14 (4d6) poison damage.
- If the target is a creature, it must make a DC 18 Constitution saving throw or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns.
Serpentine Blade (Weapon Attack).
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
- Hit: 16 (2d8 + 7) slashing damage plus 14 (4d6) poison damage.
(Weapon Properties: A wavy-bladed, enchanted longsword, infused with dark magic. The blade pulses with green energy, leaving a sickly glow in its wake.)
Venomous Longbow (Weapon Attack).
Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target.
- Hit: 14 (2d6 + 7) piercing damage plus 10 (3d6) poison damage.
- If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. A poisoned target repeats the save at the end of each of its turns.
(Weapon Properties: A wicked, blackwood longbow adorned with golden snake motifs. Arrows fired from it hiss through the air, dripping with venom.)
Hypnotic Gaze.
Melee or Ranged Spell Attack: +10 to hit, range 30 ft., one target.
- Hit: The target must make a DC 18 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only take the Dodge action. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Spit Venom (Recharge 5-6).
Ranged Attack: +9 to hit, range 30 ft., one target.
- Hit: The target must make a DC 18 Constitution saving throw or be blinded for 1 minute. The target may repeat the saving throw at the end of each of its turns.
Shadowstep (Recharge 4-6).
As a Bonus Action, the Serpentfolk Overlord can magically teleport up to 60 feet to an unoccupied space in dim light or darkness.
Legendary Actions (3/Turn)
The Serpentfolk Overlord can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Slither. The Serpentfolk Overlord moves up to its speed without provoking opportunity attacks.
- Psionic Command. A charmed or grappled creature must make a DC 18 Wisdom saving throw or become stunned until the end of its next turn.
- Cast a Spell (Costs 2 Actions). The Serpentfolk Overlord casts a spell from its Innate Spellcasting list.
Tactics & Combat Strategy
- Master Manipulator: It weakens enemies before combat, using Suggestion, Hypnotic Pattern, and Dominate Person to turn allies against each other.
- High Mobility: It strikes with Serpentine Blade, then Shadowsteps away, forcing foes to chase it.
- Battlefield Control: It separates enemies using Wall of Force, then picks them off one by one.
- Ranged Superiority: If outmatched, it uses Venomous Longbow while maintaining a safe distance.
Lair Actions (if in its Temple or Stronghold)
On initiative count 20 (losing initiative ties), the Serpentfolk Overlord can use one of the following lair actions:
- Whispers of the Ancients. All creatures of the Serpentfolk’s choice within 60 ft. must make a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
- Venomous Mist. A toxic fog fills a 20-foot radius area, lightly obscuring vision. Creatures inside must make a DC 18 Constitution saving throw or take 14 (4d6) poison damage at the start of their turn.
- Stone Awakens. A serpentine statue animates as a Giant Constrictor Snake under the Serpentfolk Overlord’s control for 1 minute.
Treasure & Rewards
Possible treasures include:
- Serpentine Blade (Legendary Weapon): +2 longsword, deals extra poison damage and allows one Hypnotic Gaze per long rest.
- Venomfang Arrows (Rare Ammunition): Arrows coated in a powerful venom, dealing extra 3d6 poison damage on hit.
- Ring of the Serpent Lord (Wondrous Item, Very Rare): Grants resistance to poison damage and advantage on Deception checks.
This serpentine humanoid has bright scaly skin, a long sinuous tail, and a fanged serpent’s head.
To the serpentfolk, the pursuit of knowledge and magic is the highest goal. Their legends speak of how humanity rose to power only through the theft of serpent magic, a legend that may form the basis of the hatred toward humanity most serpentfolk harbor. They view themselves as the undisputed masters of magic, be it arcane or divine. Yet despite this, the majority of serpentfolk today are degenerates who have devolved to the point of primeval savagery and have lost much of their magical legacy ‘more civilized serpentfolk generally regard these degenerates with
shame and disdain.
Serpentfolk are 6 feet tall and weigh 120 pounds. Degenerates are only 5 feet tall but weigh 200 pounds. All serpentfolk are quite long-lived, and generally live to the age of 500.
Serpentfolk CR 4 |
XP 1,200 NE Medium monstrous humanoid Init +9; Senses Darkvision 60 ft., Scent; Perception +10 |
DEFENSE |
AC 18, touch 15, flat-footed 13 (+5 Dexterity, +3 natural) hp 42 (5d10+15) Fort +6, Ref +9, Will +6 Immune mind-affecting effects, Paralysis, poison; SR 15 |
OFFENSE |
Speed 30 ft. Melee mwk Dagger +11 (1d4-1/19-20), bite +5 (1d6-1 plus poison) Spell-Like Abilities (CL 4th; Concentration +7) At will- Disguise Self (DC 14), ventriloquism 1/day – blur, mirror image, suggestion (DC 16) |
STATISTICS |
Strength 8, Dexterity 21, Constitution 17, Intelligence 18, Wisdom 15, Charisma 16 Base Atk +5; CMB +4; CMD 19 Feats Great Fortitude, Improved Initiative, Weapon Finesse Skills Acrobatics +10, Disguise +8, Escape Artist +18, Knowledge (Arcana) +9, Perception +10, Sense Motive +7, Spellcraft +9, Use Magic Device +12; Racial Modifiers +4 Use Magic Device, +8 Escape Artist Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft. |
ECOLOGY |
Environment any land (usually jungles or underground) Organization solitary, pair, or cult (3-12) Treasure NPC gear (masterwork Dagger, other treasure) |
SPECIAL ABILITIES |
Poison (Ex) Bite – injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Strength; cure 2 saves. The save DC is Constitution-based. |
Advanced Serpentfolk
When a serpentfolk gains class levels, several of its abilities increase as well, as detailed below.
- Spell Resistance equals total Hit Dice + 10.
- Poison bite save DC equals 10 + Constitution modifier + 1/2 total Hit Dice.
- When it is 4th level in any class combination, it gains two spell-like abilities usable once per day each: dominate person and major image. When it reaches 9th level in any combination, it gains two more usable once per day each: Mass suggestion and teleport.
- A serpentfolk’s racial ability score modifiers are as follows: Strength -2, Dexterity +10, Constitution +6, Intelligence +8, Wisdom +4, Charisma +6.
Degenerate Serpentfolk
Degenerate serpentfolk possess the same statistics as normal serpentfolk, save for the following adjustments.
- They have no spell-like abilities.
- They lose the +4 racial bonus on Use Magic Device checks, but gain a +4 racial bonus on Perception checks.
- Their natural armor bonus increases from +3 to +7.
- They have the following ability score modifiers: Strength +10, Dexterity +2, Constitution +8, Intelligence 6 (minimum 3), Wisdom +2, Charisma – 4. A typical degenerate serpentfolk’s ability scores are Strength 20, Dexterity 13, Constitution 19, Intelligence 4, Wisdom 13, Charisma 6.
Serpentfolk Elite Guard

Medium Monstrosity (Serpentfolk), Lawful Evil
Armor Class 17 (Natural Armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft., climb 30 ft., swim 30 ft.
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 14 (+2) | 12 (+1) | 15 (+2) | 14 (+2) |
Saving Throws Dex +7, Wis +5, Cha +5
Skills Acrobatics +7, Perception +5, Stealth +7, Athletics +6
Damage Resistances Poison
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Draconic, Infernal, Common
CR: 7 (2,900 XP)
Innate Spellcasting (Psionics).
The Serpentfolk Elite Guard’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At Will: Detect Thoughts, Minor Illusion
- 1/Day Each: Misty Step, Hold Person
Serpent’s Agility.
The Serpentfolk Elite Guard can take the Dash action as a bonus action on each of its turns.
Actions
Multiattack.
The Serpentfolk Elite Guard makes two attacks, one with its Venomstrike Blade and one with its Bite attack.
Venomstrike Blade (Weapon Attack).
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
- Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage.
(Weapon Properties: A wickedly curved blade, made from a dark, glimmering metal. Its edge is infused with toxic venom, leaving a glowing green trail with every strike.)
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.*
- Hit: 8 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
- If the target is a creature, it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Poison Spit (Recharge 5-6).
Ranged Weapon Attack: +7 to hit, range 30 ft., one target.
- Hit: The target must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Hypnotic Gaze (Recharge 5-6).
Ranged Spell Attack: +7 to hit, range 30 ft., one target.
- Hit: The target must make a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only take the Dodge action. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Snake’s Reflexes.
When a creature within 5 feet of the Serpentfolk Elite Guard misses it with a melee attack, the Elite Guard can use its reaction to make a Bite attack against that creature.
Tactics & Combat Strategy
- Hit-and-Run Tactics: The Serpentfolk Elite Guard uses its Serpent’s Agility to dash in and out of combat, striking quickly with its Venomstrike Blade and Bite before retreating into the shadows or using Misty Step to reposition.
- Poisonous Attacks: The guard’s Bite and Poison Spit inflict dangerous toxins that can incapacitate or weaken foes, leaving them vulnerable to further attacks.
- Hypnotic Gaze: It may use Hypnotic Gaze to isolate key targets from their allies, rendering them vulnerable to follow-up attacks.
Lair Actions (if in the Temple of the Serpentfolk)
On initiative count 20 (losing initiative ties), the Serpentfolk Elite Guard can use one of the following lair actions:
- Serpent’s Frenzy. The guard can move up to its speed without provoking opportunity attacks and make one Bite attack as a free action.
- Venomous Miasma. A toxic cloud of venom fills a 10-foot radius around the Elite Guard, causing any creature that starts its turn within the cloud to take 5 (1d10) poison damage.
Treasure & Rewards
- Venomstrike Blade (Rare Weapon): +1 curved blade, deals extra poison damage on a hit and allows the wielder to use Hypnotic Gaze once per long rest.
Serpentfolk Thrall

Medium humanoid (serpentfolk), Lawful Evil
Armor Class 12 (natural scales)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 8 (-1) | 10 (+0) | 9 (-1) |
Saving Throws Dex +4
Skills Stealth +4, Perception +2
Damage Resistances Poison
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Draconic, Common (understands but rarely speaks)
Challenge 1/2 (100 XP)
TRAITS
Broken Will. A Serpentfolk Thrall has been conditioned to obey its masters. It has disadvantage on saving throws against being frightened or commanded by a Serpentfolk of higher status.
Poison Resistance. Due to their lineage, Serpentfolk Thralls have developed a mild resistance to toxins. They have advantage on saving throws against poison and resistance to poison damage.
Desperate Survival. If reduced to half its hit points or lower, the Serpentfolk Thrall gains advantage on its next attack roll or ability check as sheer desperation takes hold.
ACTIONS
Multiattack. The Serpentfolk Thrall makes two melee attacks.
Rusty Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage.
Cower (Recharges after a Short or Long Rest). The Serpentfolk Thrall drops to its knees, begging for mercy or seeking to avoid harm. All enemies within 10 feet must succeed on a DC 12 Wisdom saving throw or have disadvantage on attacks against it for 1 minute. If an allied Serpentfolk is within sight, the Thrall instead gains temporary hit points equal to its level.
TACTICS
- The Serpentfolk Thrall fights only when commanded, often acting as fodder in battle.
- If given the chance, it will hesitate before striking a non-Serpentfolk, especially if offered mercy.
- When cornered or sensing an opportunity for freedom, it may turn on its masters in desperation.
- Uses Cower as a survival mechanism when overwhelmed.
LORE
Serpentfolk Thralls are the lowest caste of their cruel society, comprised of weaker bloodlines, prisoners, and broken warriors who have been stripped of identity and willpower through years of torment. Though they retain their serpentine agility and predatory instincts, most are too afraid to rebel, serving as expendable frontline soldiers or temple laborers. However, deep within their dimmed eyes, some still harbor a faint ember of defiance, waiting for the right moment to strike back against their masters—or flee into the unknown.