14 (natural armor)
60 (8d10 + 16)
walk 40 ft., swim 40 ft.
Perception +2, Stealth +4
poison
poisoned
darkvision 60 ft.
Common, Draconic
3
+2
The serpentfolk can hold its breath for 30 minutes. Innate Spellcasting. The serpentfolk's innate spell-casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: animal friendship, speak with animals (snakes only) • 2/Day each: sleep, suggestion • 1/Day: pass without trace
The serpentfolk makes two scimitar attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the serpentfolk can't constrict another target.