Zyss Assassin

Creature 10

Source Pathfinder Adventure Path #225: VaultlinesRemaster

rareHumanoidSerpentfolk
Perception +20; Darkvision, Scent
Skills Acrobatics +22, Athletics +20, Deception +18, Occultism +19, Society +19, Stealth +24, Survival +17, Thievery +22
CHA +4
CON +5
DEX +7
INT +5
STR +4
WIS +3

AC 29; Fort +18, Ref +22, Will +17
HP 150
Resistances Poison 10
Speed 30 feet

Potential zyss assassins are selected from among the offspring of high-ranking sekmins and trained to remove threats both external and internal. In sekmin culture, to die at the hand of a zyss assassin is considered an honorable fate (though not one that's generally desired). Despite this elite status, the training zyss assassins must undergo is both rigorous and cruel. Zyss assassins train for years, learning to rely on no weapon other than those with which they were born, and submit to painful procedures to gain their most fearsome tool: their extraordinarily corrosive spit.

Although zyss assassins are perfectly happy to work alone, they're often deployed in groups of three or more. While one assailant wraps a target in their coils, their confederates strike with poisoned fangs. If their attack is successful, the target's corpse is dissolved with acid, leaving no trace behind.


Serpentfolk society is riddled with secret organizations, many of which preserve long-lost traditions from the height of the ancient sekmin empire. Exclusive orders of aapoph sovereign guards and zyss assassins, among others, trace their origins back millennia, training in the same techniques they employed in the days when mammalian humanoids were nothing but servants or prey.

Leave no Trace

Over the course of centuries, zyss assassins have carried out assignments for nearly every faction within sekmin culture. The common thread of these missions is that they each required plausible deniability. To that end, every zyss assassin is implanted with acid sacs harvested from a vemerak's stomach. Not only can a zyss use their corrosive spit to dissolve their victims, but when a zyss assassin dies, their body explodes in a burst of acidic sludge that leaves behind no evidence of their existence.


Melee Fangs +23 (Finesse, Unarmed), Damage 2d4+12 Piercing
Melee Tail +23 (Unarmed), Damage 2d8+12 Bludgeoning
Melee Spit +23 (Acid), Damage 4d8 Acid


+1 Status to All Saves vs. Magic

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