{"name":"Snakefolk","type":"Monstrou Humanoids (lamia)","ability_scores":" +2 Strength, +2 Charisma, \u22122 Intelligence:","languages":"Lamia begin play speaking Common and Draconic. Those with high Intelligence can choose any additional bonus languages, with Abyssal being the most typical.","size":"medium","speed":"30 ft, 20 ft climb speed, 30 ft swim speed,","features":"[h2]Speed:[\/h2]\r\nSnakefolk receive +8 to climb and swim checks.\r\n\r\n[h2]Intimidating:[\/h2]\r\nSnakefolk receive a +2 racial bonus to Intimidate checks due to their frightening nature.\r\n\r\n[h2]Alien Minds:[\/h2]\r\nSnakefolk get a +2 racial bonus to saves against mind-affecting effects.\r\n\r\n[h2]Snake Body:[\/h2]\r\nSnakefolk do not possess feet or legs and can\u2019t be tripped. They may not use magic items requiring the feet slot.\r\n\r\n[h2]Darkvision:[\/h2]\r\nSnakefolk have darkvision 60 ft. and low-light vision.\r\n\r\n[h2]Spell-Like Abilities:[\/h2]\r\nSnakefolk can cast charm person and ventriloquism each once per day, using their class level as the caster level.\r\n\r\n[h2]Fanged (replaces Spell-like abilities):[\/h2]\r\nOccasionally, Snakefolk are born with sharp, snakelike fangs, granting a bite attack. This is a primary natural attack that deals 1d4 piercing damage. Wounds caused by these fangs continue to bleed, inflicting 1 point of bleed damage each round at the start of the affected creature\u2019s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.","tags":"Race, Monstrous Humanoids, Lamia, Naga, Snakefolk","templateId":"5368","blockId":"1245729","world":"3148d345-1b71-41c7-9750-b2a8982a7b17","folder":"21595","isShared":"on"}