TEXT: Gregorius21778:
  Ssssnake-Men!
  Version 2.0; by Kai P tz
  ü
  (c) 2016
  
  Legal & other stuff:
  Created by:
   
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork, cover :
  “Snakemen” (c) by Bradley K McDevitt/Post-Mortem Studios, used with 
  permission.
  Cover background artwork copyright John Buckley/the Knotty-Works, used 
  with permission.
  Further artwork:
  Page background artwork copyright John Buckley/the Knotty-Works, used 
  with permission.
  Serpent man p.3; p.6  copyright by Jeremy Hart; used with permission
  Sword on p.4 copyright Black Hand Source; used with permission
  Serpent staff p.5 copyright by Marc Radle/Raging Swan Press; used with 
  permission
  Further artwork p.6; p.9 by Publishers´s Choice Quality Stock Art(c) Rick Hershey / 
  Fat Goblin Games; used with permission.
  „Labyrinth Lord(tm) is copyright 2007-2011, Daniel Proctor. Labyrinth Lord(TM) and Advanced Labyrinth Lord(TM) 
  are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord(TM) Trademark License 1.2,
  available at www.goblinoidgames.com
  Got no copy of Labyrinth Lord(tm)? Get it for free!
  Third-party license grant:
  By buying this product, the owner is granted the non-transferable, non-exclusive, non-sublicensable right to use the ideas and 
  concepts presented in this product in his or her own publications (both commercial and non-commercial) as long as credit is 
  given to this product and the author with the following statement: [Some ideas and concepts are taken from “Gregorius21778: 
  Ssssnake-Men!”; used with permission.] AND a complimentary copy is offered (and provided) to the author (Kai Pütz; 
  gregorius21778@fantasymail.de). 
  Please take note that the license grant only extents to the ideas and concepts. The artwork (and the intellectual property of 
  other publishers, like the LabyringthLord(tm) rules) is NOT included. 
  Gregorius21778: Sssnake-Men! is a supplement for OSR fantasy RPG and Laybrinth Lord(tm) compatible. It 
  features a LL-compatible stat blocks and articles about the possible culture, religion and civilization of Snake-
  Men, to you as the GM with a foundation to turn your Snake-Men into more than just another monster to slay 
  but a living, breathing part of your game world. A table with 50 possible details of their appearance is included
  as well as ten minor magical items and six poisons/ potions/ lotions. 
  
  Index:
  The Snake-Men 
   
               
   
                 
   
                 
   
   p.4
  Civilization and Culture 
   
              
   
                 
   
   p.4
  Faith & Religion
   
               
   
                 
   
                 
   
   p.5
  Snake-Men and other races  
   
       
                  
   
   p.6
  Notable Customs and Habits
   
       
                  
   
   p. 6
  Snake-Men Appearance Tables  
   
               
   
   p. 7
  Notable Magic Items:   
   
                 
   
                 
   
   p. 8
  Potions & Lotions:   
   
        
   
                 
   
                 
   
   p. 8
  Snake-Men
  (LL compatible stats)
  No. Enc.:
  1d6 (3d10)
  Alignment:
  Neutral/Chaotic
  Movement:
  120´(40´)
  Armor Class:
  6
  Hit Dice:
  4  (-3)
  Attacks:
  1 or 2 (bite or weapon)
  Damage:
  As weapon or Class 2
  Poison
  Save:
  F:3 (F:6 vs. Poison)
  Moral: 
  9
  Hoard Class:
  VII
  Special:  While fighting with a pair of light or quick 
  weapons not doing more than 1d6 damage, a Snake-
  Men may attack twice per round. If fighting unarmed,
  a Snake-Men may attack with its venomous bite after 
  a successful grapple attack. Snake-Men may be 
  wizards or clerics (-1 HD) and thereby able to use 
  spells (up to the GM). 
  
  The Snake-Men are a race of humanoid reptiles
  with the upper body of a man and the lower body,
  skin and head of a serpent. Instead of four fingers,
  they have three and a thumb. Some of them resemble
  humans a little closer than others, with an almost
  human head and/or face, while others have bodily
  features that are more reminiscent of a dragon. They
  are an ancient race whose civilization had reached its
  peak before the dawn of men. Now, their overall
  numbers has dwindled and there are no great cities
  of them to be found anywhere nor are there large
  communities of them in other cities. They keep to
  themselves, which is met by the other races. Snake-
  Men are known to  be condescending at best and
  merciless  at  worst  in  regard  to  others.  They  are
  meat-eaters,  and are not averse to that of other
  intelligent humanoids. 
  Other  races  find  it  hard  to  tell  male  and  female
  Snake-Men  apart  from  another.  As  they  are  not
  mammals, the females have no breasts, and as their
  primary sexual organs rest inside their bodies, there
  simply is no easily notable difference in physique
  that could tell a male apart from a female.  As Snake-
  Men usually do not wear much clothing these offer
  no indicator either, unless symbols of faith identify
  one as a priest, for priests are next to always female. 
  While Snake-Men can wield any weapon a human
  could wield, they favor lighter, bladed weapons and
  short spears that are easy to carry, as their quickest
  way of locomotion includes going to ground, literally.
  Furthermore, their high agility and quick reflexes
  lends itself to the use of quick and agile weapons, and
  they traditionally fight with a slightly curved short
  sword or long knives, often in pairs. When it comes
  to  ranged  weapons,  the  short  bow  and  small
  throwing blades are their weapon of choice, as well
  as slings. Their alchemists are known to throw vials
  of explosive elixirs that either create smoke, blinding
  light  or  fire  upon  impact.  Some  even  release  a
  poisonous gas, Snake-Men are well known for their
  use of  blade poisons. Armor  is something that  is
  rarely found with them, as they lose a lot of their
  agility when encumbered and have problems to move
  quickly  if  laden.  Helmets,  bucklers  or  metal  arm
  guards are common, but otherwise worries rely on
  their speed and reflexes.
  Civilization and Culture: while there is evidence that
  the Snake-Men once lived in large cities, they now
  either dwell in village sized communities or live in
  small roving packs that claim a larger territories.
  Those territories are often located around some ruin,
  temple or relic of their former civilization while their
  largest settlements have been founded on the ruins
  of old cities or around a temple where a priestess or
  oracle of their kind resides. Small settlements may be
  found near the lairs of  dragons or monsters that
  resemble  great  serpents,  whom  many  Snake-Men
  worship as divine creatures. The social live of Snake-
  Men centers on a family group called a tribe or clan,
  but these groups are only loosely based on genealogy.
  A Snake-Men that was born and raised in a given
  territory and is not considered an enemy due to his
  or her actions is considered a “sibling”, unless he or
  she already belongs to a different tribe or clan. Only
  large communities form clans along actual blood ties.
  All Snake-Men start their life as an egg. Some of them
  are simply left in the wild and buried shallowly in
  lose ground while others are kept in nests, or even
  nest-shrines. The latter are raised by their clan after
  they hedged, often by communal “hatch mothers”
  who later have a role as advisors for all they hatched,
  and thereby are figures of  considerable influence.
  The former are left to grow up on their own till they
  meet grown-up Snake-Men, who then try to bring the
  newly found sibling into their society. This works
  surprisingly well, even if the “wild ones” strive to
  take a leading position in society quickly. They often
  fail to do so after some quarrelsome weeks, but the
  society as a whole bears such “initiates”, as they
  consider this to be they way of things and as an
  “coming of age”. After a couple of month, during
  which  the  new  initiate  seeks  its  place,  it  quickly
  integrates into the community. As a rule of thumb, a
  Snake-Men that was breed in the wield will be more
  likely to be headstrong and fierce while one that was
  raised by the community often excels in wisdom and
  cunning. Most females do not stick to one method of
  treating  their  eggs  but  switch  between  the  up-
  bringing in the community and the placement in the
  wild at least once in their life (if possible). 
  The  culture  of  the  Snake-Men  values  wisdom,
  cunning and martial prowess, in that order. Skilled
  hunters and fighters are respected, healers and sages
  are revered and those who rule a community usually
  are priestesses or wizards. Magic is not feared but
  adored  and  respected  as  “the  way  of  old”,  and
  different Snake-Men tribes have been found in an
  
  alliance with powerful wizards not of their own kind.
  The  Snake-Men  know  most  of  the  crafts  that
  mankind knows, but writing. Their history is both
  oral  and  based  on  wall  paintings  and  bas-reliefs,
  which capture important deeds and happenings in
  pictures. Knowledge of each craft is kept within a
  given tribe or clan. As a consequence, overall skill
  seems to be in decline in all fields but one: alchemy.
  Snake-Men who study this art have a rich collection
  of wisdom to revert to, and sometimes others try to
  strike a bargain with them to gain insight into these
  well kept secrets. 
  As their hearing is bad compared to those of other
  races, and with their lack of lips, Snake-Men culture
  is not one of music and song but one of scent and
  dance.  Their  alchemists  generate  a  multitude  of
  scented oils, and the lairs or temples of them are
  often laden with a heady mix of scents . Unlike other
  cultures, dancing is not a joyful past-time among
  Snake-Men but always either a formal or ritualistic
  affair, or an act of expression or meditation. Snake-
  Men dance together to mourn their dead and have
  traditional dances that are meant to retell tales and
  even as way of confrontation (so these tend to have
  elements of wrestling as well, but are more a test of
  strength and endurance). The only way of dancing
  that snake-folk have in common with other people is
  dancing  as  a  prelude  to  mating...  but  Snake-Men
  couples usually do not waste much time after the
  dance, and one flows over into the other.
  Faith & Religion: all Snake-Men venerate their an-
  cestors, both as individuals as well as “the ancients”,
  which  commonly  refers  to  those  Snake-Men  who
  lived during the peek of their civilization. Aside from
  this,  there  are  three  different  main  deities.  Some
  worships them as pantheon, others worship only one
  of them and consider the others to be myth or even
  “false ways”:  
  Most Snake-Men pray to “the Mother-Goddess”, that
  is idolized as a giant snake (not as Snake-Men). It is a
  goddess of wisdom, healing, the hunt and fertility.
  Those who adhere to this faith tend to create guarded
  nests for their eggs (instead of simply spreading them
  or burying them) and often found communal nests
  inside of temples or shrines. Followers of this faith
  also try to regain the wisdom of “the ancients” and to
  re-erect their civilization on their ruins. It would be a
  dangerous error to assume that the Mother-Goddess
  is a benevolent faith. While it is benevolent in snake-
  men society, it includes a claim of superiority (but
  not dominance) of the Snake-Men in regard to all
  other races.
  Others venerate “Mother Earth” or  “the Womb of
  Life” in a way that is very similar to the faith of
  druids, but with fire as a strong element of worship.
  Fire is seen as “the might of life and creation” and a
  symbol of both magic and the soul. Holy places tend
  to be underground, as according to the faith life came
  up from below. Adherents next to always to bury
  their eggs for hatching.
  The third great faith of the Snake-Men is that of “the
  Dragonsnake”. It is similar to that of the Mother-
  Goddess, but its idols have more in common with
  dragons and at its core set of believes is  hostile
  towards other races: according to this religion the
  Snake-Men  were  created  by  the  Dragonsnake  in
  response to the races other gods created, races that
  threatened to destroy the world if they were not
  culled. There  is one minor  schism  of  dogma:  one
  group believes that “the ancients” were successful in
  the culling and thereby scattered and ended their
  own civilization before they would become what they
  were meant to fight, while others claim that “the
  ancients” were beaten and now, the Snake-Men still
  re-group  to  take  up  the  fight.  The  former
  contemplate if they should take up arms against the
  other races once more, and against which one, while
  the others consider themselves to be in a state of war
  even so they have no mighty army to field.... yet. 
  
  Snake-Men and  other races: even those Snake-
  Men  who  do  not  adhere  to  the  faith  of  the
  Dragonsnake consider rat-people and all insect-races
  to be natural enemies that are to be snuffed, and
  giant monsters of those type are readily hunted by
  them. All of the major religions of the Snake-Men
  have legends and tales of mortal rivalries and feuds
  with these races since the dawn of time. They give
  Elves more respect than any other race, to the point
  of treating them like equals, while Dwarfs are given a
  grudging respect and sometimes even the honor of
  “acceptance”. All other races are seen as “lesser” to
  some degree, and Snake-Men have no qualms about
  hunting and eating them if an opportunity arises.
  This is especially true in regard to humans, who all
  but those who venerate the Mother-Goddess see only
  as one step above the rat-kin (those who follow the
  Mother-Goddess still see them as inferior, but not as
  a species to be especially abhorred). This attitude led
  to open hostility more than once, and Snake-Men
  thereby  often  dwell  in  isolated  places  for  from
  mankind, and other intelligent humanoids often give
  Snake-Men a wide birth.
  Notable Customs and Habits
  Skin Sacrifice: after shedding their skin, Snake-Men
  leave them as an offering at a holy site or temple on
  the next suiting occasion. This ritual is meant both as
  veneration as well as “thanks giving” for the gift of
  life.  The  skins  of  game  animals  are  sacrificed  to
  “Mother Earth” by burning, to thank for a successful
  hunt or at the end of summer (but never to -ask- for
  success... Mother Earth is venerated, but her children
  do not beg). The sacrifice of the skin of slain enemies
  is not uncommon, as is taking scalps from enemies as
  personal trophies. The skins of venerated Snake-Men
  are taken after death and worn on occasions where
  their power or guidance is sought. As every use of a
  dried skin produces wear and includes the risk of
  tearing, this is never done lightly. 
  Due to these customs, most Snake-Men are familiar
  with  the  techniques  of  flaying  and  often  carry  a
  skinning knife with them. 
  White Sand: the two most common ways of fortune
  telling among Snake-Men involve white (or bright)
  sand which is carried in small pouches. The first
  method involves a small number of different stones
  that are mixed into the sand and later poured onto a
  a piece of tanned leather with it, or into a flat metal
  plate. The position of the stones is interpreted to
  receive answers. The other method works the same
  way but instead of stones being mixed into the sand,
  a tiny snake is set upon it, and the tracks it leaves
  while moving away are interpreted. 
  Preparation  of  Meals: snake-Men  are  unable  to
  chew and thereby swallow pieces of food whole. The
  common flatware is a small knife with a heavy blade
  for chopping and a slight inward curve so that it can
  be used to “spoon up” pieces of a meat that are either
  thrown up into the air and “snatched” or directly
  dropped into the maw. Food is spiced, but not cooked
  unless this is necessary for preservation or to make
  sure the meat is wholesome. 
  Snake-Men that live together rarely eat together, at
  least not all of them at once. After a meal, they tend
  to be groggy and vulnerable. They eat in “shifts”
  instead. This is especially true for roving groups of
  Snake-Men,  but  is  a  tradition  that  is  sometimes
  abandoned in larger settlements (where a militia or
  guard exists that defends the community as a whole).
   
  
  #
  Looks
  #
  Looks
  1
  -
  2
  (Rather) Large
  51
  -
  52
  Long snot
  3
  -
  4
  (Rather) Small/Short
  53
  -
  54
  Long tail
  5
  -
  6
  1d3 Armlet/s*
  55
  -
  56
  Metal capped fangs
  7
  -
  8
  1d3 Body belts*
  57
  -
  58
  Metal capped tail tip
  9
  -
  10
  Black Skin
  59
  -
  60
  Multiple rings on the left hand
  11
  -
  12
  Almost human face
  61
  -
  62
  Muscular body
  13
  -
  14
  Almost triangular head
  63
  -
  64
  Ornamental chain vest
  15
  -
  16
  Bright „belly“ color
  65
  -
  66
  Piercings 
  17
  -
  18
  Bright body color*
  67
  -
  68
  Prominent fangs
  19
  -
  20
  Bright colored mouth
  69
  -
  70
  Round ornamental chest plate
  21
  -
  22
  Bright eye color
  71
  -
  72
  Short fingers
  23
  -
  24
  Bright head color
  73
  -
  74
  Slim head
  25
  -
  26
  Bright color pattern*
  75
  -
  76
  Slim/lanky upper body
  27
  -
  28
  Broad braceletts*
  77
  -
  78
  Small head
  29
  -
  30
  Broad necklace
  79
  -
  80
  Small horns on the shoulders
  31
  -
  32
  Cleft in the snot
  81
  -
  82
  Small ridge along the back
  33
  -
  34
  Cobra hood
  83
  -
  84
  Stout upper body
  35
  -
  36
  Convex/concave "belly"
  85
  -
  86
  Tail rattle
  37
  -
  38
  Flat head
  87
  -
  88
  Thick lower body
  39
  -
  40
  Flicks tongue constantly
  89
  -
  90
  Thick, keeled scales
  41
  -
  42
  Flat, diamond shaped tail tip
  91
  -
  92
  Three (instead of four) fingers
  43
  -
  44
  Lank shoulders
  93
  -
  94
  Torn (upper) skin
  45
  -
  46
  Large maw
  95
  -
  96
  Torc around the neck
  47
  -
  48
  Little horns near the eyes
  97
  -
  98
  Very dark/light skin color
  49
  -
  50
  Long "neck"
  99
  - 100 Very long tongue
  #
  Regular Body Color
  #
  Color pattern
  1-3
  Brown
  1-2
  Wide stripes along the head
  4-6
  Grey
  3-4
  „Diamonds“ over the back
  7-0
  Green
  5-6
  „Bands“ across the body
  7-8
  „Stripes“ along the back
  #
  Bright Colors
  9-0
  „Stripes“ across the back
  1-2
  Yellow
  3-4
  Purple
  #
  Jewelry
  5-6
  Blue
  1-2
  Leather
  7-8
  White
  3-4
  Gold
  9-0
  Red
  5-6
  Copper
  7-8
  Bronze
  9-0
  Snake skin
  
  Notable Magic Items
  Amulet of Holding Insects: an amulet made of an
  amber with an insect encased in it. By grabbing the
  amber firmly, the wearer is able to cast the  Hold
  Monster Spell as a 3rd level wizard. It can only be
  used against insect and arachnid monsters. 
  Belt of Warmth: a belt made of copper rings with a
  buckle that contains a red or orange semiprecious
  stone. A Belt of Warmth negates all effects of cold
  weather for the wearer, even in the dead of winter.
  In addition, the damage of all cold based attacks is
  reduced by two points (up to zero). 
  Healing Stone: a small green precious stone, usually
  jade, in the size and form of a small egg. If swallowed,
  the natural healing of a character is doubled for up
  to  three  days.  Snake-Men  simply  regurgitate  a
  Healing Stone afterwards, while most other races will
  have the stone leave them “naturally” after 1d3 days
  (which is rather painful). A Healing Stone can only be
  used once between two full moons.
  Belt of Strength: a belt made of iron rings with a
  buckle that contains a yellow or brown semiprecious
  stone. Sometimes, those belts are fashioned from the
  skins of constrictor snakes instead. A character that
  wears a Belt of Strength may re-roll any Strength-
  based tests that are a direct contest with another
  character or monster. The second result is binding. 
  Amulet of Infravision: An amulet made of copper in
  the likeness of a snake´s head, with ruby splinter
  inlays  for  eyes.  The  infravision  of  a  character
  wearing this amulet is increased by 20 feet, and those
  with no infravision gain it (20 feet). The eyes of the
  character will gain a faint red glow while wearing the
  amulet.
  Snake Stick: a small, thin wooden staff, between one
  and two feet wide and carved into the likeness of a
  snake. If the stick is thrown to the ground while the
  Snake-Men  word  for  “serpent”  is  called  out  (a
  distinctive hissing sound) it will turn into a snake as
  per the  Sticks to Snakes spell (if cast by a 3rd level
  cleric). 
  Bracelet of Potent Venom: a delicate bracelet in the 
  form of a viper, made of gold or copper. All damaging
  poisons applied or delivered by a character wearing 
  this Bracelet will do +1 damage. 
  Skin of the Ancestor: the dried and preserved skin
  of a Snake-Men, prepared by a 5th level Snake-Men
  cleric. Another Snake-Man wearing the skin as a cape
  may once per day use the ancestors Wisdom stat or
  any  of  its saving throws  for  a corresponding roll
  instead of the own. 
  Gift of the Mother: an amulet made of jade, in the
  likeness of a snake´s head, with emerald or sapphire
  splinter inlays for eyes. A Snake-Man wearing this
  amulet may cast the Charm Person OR Charm Monster
  spell once per day (as a 3rd level wizard). It cannot be
  used against rodents or insects of any type. 
  Bracelets of the Dancer: a pair of silver bracelets in
  the likeness of a slim, winding snake. A character
  may once per day use the amulet to cast a Hold Person
  spell (like a 4th level wizard) by dancing in the sight
  of the intended target/s.
  Potions & Lotions
  An applied  Blade Poison will stay potent for up to one
  day, but after each battle that the poisoned weapon was
  used in the GM rolls a d6. On a result of 5 or 6 there is still
  enough poison left, otherwise the effect is lost. A weapon
  can only have one blade poison applied to it.
  Fearful  Heart  (Blade  Poison): after  receiving
  damage from the poisoned weapon for the first time,
  the victim must Save vs. Poison. On a failure the victim
  will suffer from high blood pressure and tachycardia
  resulting in a (-2) penalty on all tests and damage
  rolls for 1d6 turns. If the character rests for a turn
  the penalty will be reduced to (-1) instead.
  Kiss of Weakness (Blade Poison): after receiving
  damage from the poisoned weapon for the first time,
  the victim must Save vs. Poison. On a failure, the victim
  will  suffer  from  muscle  weakness  and  counts  as
  stunned for 1d3 combat rounds. In that case, another
  Save needs to be passed, or the victim will count as
  paralyzed for 1d6 combat rounds.
   
  
  Blood of the Dragonsnake (Elixir): The elixir grants
  warmth (equal to warm clothes), +1 damage for six
  turns and restores 1d6 hit points... to a Snake-Men or
  reptile creatures. Others will gain the same benefits,
  but need to Save vs Poison or will lose 1d6 hit points. 
  Bloodfire  (Blade  Poison): after  receiving  damage
  from the poisoned weapon for the first time, the
  victim must Save vs. Poison. On a failure, the victim
  will feel weak, suffer from sudden sweat and high
  blood  pressure.  1d3  combat  round  later,  the
  character will begin to sweat blood and lose 1d3 hit
  points, one point per round. 
  Poisonspit (Elixir): for the next 1d6 turns, a Snake-
  Man who made use of this elixir will be able to spit its
  poison as a regular attack at up to 10 feet range. If a
  non-reptile drinks the elixir, it counts as a Class I
  poison. 
  Hydrablood  (Lotion): Hydrablood  is  a  thick,  red
  lotion  that  is  to  be  rubbed  onto  wounds.  If  it  is
  applied  within  a  turn,  up  to  2d6  hit  points  are
  restored  as  the  skin  grows  back  and  the  wound
  beneath it begins to heal. But if the character is not a
  Snake-Men or reptile, she is in for a bad surprise: the
  skin regrows as reptile skin, and not only at the
  location of the wound. The Charisma of the character
  is reduced by the same amount as there are hit points
  healed. This Charisma damage heals as it would be
  hit point damage (and other healing potions or spells
  can be used speed up the process). 
  Further Titles of Mine
  20 Encounters in the Ruins of the Elder Beings
  20 Sacred Sites
  30 Items of the Dwarfs
  Almanac of Animated Skeletons
  Beware of the Spirits of the Woods
  By-Names for Dwarfs
  Codes of Conduct: Dwarfs
  Codes of Conduct: Thieves
  From the Maw of the Würm came...
  Looks & Loot for Dwarfs
  Looks & Loot of Orcish Marauders
  Names for Elves
  OSR Fantasy Provision Tracker
  OSR fantasy Turn Management Sheet
  ….and more!
  
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SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Monster Manuals/Ssssnake-Men [v2] (LL).pdf