Darkvision 60 feet. Scent Cornered Fury: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Serpent Toughness: Serpentyr of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Serpentyr gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. Serpentyr gain a +2 racial bonus on all saving throws against fear effects. Scaled Predator: Gains a natural bite attack for 1d6 damage. They also gain two Claw attacks, 1d6 each at medium size. Adjust as necessary for different size categories. Members of this race also gain a +1 natural armor bonus to their Armor Class. Strong Tail: Serpentyr have a tail they can use to make attacks. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier if Medium. When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Change damage die based on size, wording of this ability assumed a medium sized Serpentyr. Toxic Bite: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. NOTE: Their Natural Bite attack always causes a Fort save against the poison. Serpent Breath: Members of this race gain the scent ability. Can breath both air and water. Serpent's Survival: Serpentyr always treat Stealth and Sense Motive as class skills. Camouflage: In Swamp and Jungle Terrains, gain a +4 to Stealth and Perception checks. Ferocity: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.