TEXT: Gregorius21778: 
  Ssssnake-Men!
  for use in OSR fantasy games
  Version 1.3; written by Kai Pütz
  (c) 2016
  
  Legal & other stuff:
  Created by:
   
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork, cover :
  “Snakemen” by Jeremy Hart, used with permission.
  Some artwork copyright John Buckley/the 
  Knotty-Works, used with permission.
  Artwork, page:
  Some artwork copyright John Buckley/ the Knotty-
  Works, 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 is NOT included. 
  2
  
  About this product:
  Gregorius21778: Sssnake-Men! is a supplement for OSR fantasy RPG, and Laybrinth Lord(tm)
  compatible. It features a LL-compatible stat block for and articles about the possible
  culture, religion and civilization of Snake-Men. It provides the GM with a foundation to
  turn Snake-Men into more than just another monster to slay. They may now become a
  living,  breathing  part  of  the  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:
  Snake-Men; quick monster details 
  p.04
  Civilization and Culture
  p.05
  Faith & Religion
  p.06
  Snake-Men and other races
  p.06
  Notable customs and habits
  p.07
  Snake-Men Appearance Tables
  p.08
  Notable Magic Items:
  p.09
  Potions & Lotions:
  p.10
  3
  
  Snake-Men; quick monster details (LL compatible stats)
  No. Enc.:
  1d6 (3d10)
  Alignment:
  Neutral/Chaotic
  Movement:
  120´(40´)
  Armor Class:
  6
  Hit Dice:
  4  -3
  Attacks:
  1 or 2 (weapon or bite)
  Damage:
  As weapon or Class 2 Poison
  Save:
  F:3 (F:6 vs. Poison)
  Moral: 
  10
  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. Some of them resemble humans a little closer
  than others, with an almost human head and 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 number has dwindled and
  there are no great cities of them to be found anywhere nor are there large communities
  of them in the cities of other races. They keep to themselves, which is met by the other
  races. Snake-Men are known to be condescending at best and merciless at worst. They
  are meat-eaters,  and not averse to that of other intelligent humanoids. 
  Other races find it hard to tell male and female Snake-Men apart. As they are not
  mammals the females have no breasts, and the primary sexual organs are resting inside
  the body. 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: it is known that 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 lends itself to the use
  of light 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, and Snake-Men are well known for
  their use of blade poisons. Armor is something that is rarely found with the Snake-Men,
  as they lose a lot of their agility when encumbered and have problems to move quickly if
  laden down. Helmets, bucklers or metal arm guards are known, but most rather rely on
  their speed and reflexes.
  4
  
  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
  territory. 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. Those who dwell in cities do form clans
  along actual blood ties, so.
  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
  later 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, but often fail to do so after some quarrelsome weeks. After a couple of
  month, during which the young wild one 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. To the surprise of those who study Snake-Men society, a
  high number of females do not stick to one method of treating their eggs but switch at
  least once in their life. 
  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 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 declined 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 their lairs and temples 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 where other would mourn their
  dead, and they have traditional dances that are meant to retell tales and even as a 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. 
  5
  
  Faith & Religion
  In matters of religion all Snake-Men venerate their ancestors, 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” which is idolized as a giant snake, not a
  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. 
  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 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 with idols that have more in common with dragons and with
  a more hostile set of believes at its core: 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 and how to 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, and giant monsters of those type are
  readily hunted by them. All of their major religions 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 dwarves are given a
  grudging respect and sometimes even the honor of “acceptance”. All other races are
  seen as “lesser”, 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. 
  6
  
  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) and 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 having it tear, this is not 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
  absolutely necessary. 
  Snake-Men that live together rarely eat together, at least not all of them at once, as after
  a meal they tend to be groggy and 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). 
  7
  
  Snake-Men Appearance Tables
  8
  #
  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 effect of cold weather for the wearer, even in the dead
  of winter. In addition the damage of all cold based attacks are 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. 
  9
  
  Skin of the Ancestor
  The dried and preserved skin of an Snake-Men, prepared by the equivalent of a 5the
  level Snake-Men cleric. Another Snake-Men 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 its 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-Men 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/rats or insects of any type. 
  Bracelets of the Dancer
  A pair of silver bracelets in the likeness of a slim, winding snakes. A character may once 
  per day use the item to cast a Hold Person spell (like a 4th level wizard) by dancing in the 
  sight of the intended target/s for at least two rounds.
  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
  pass a Saving Throw vs. Poison. On a failure the victim will suffer from high blood pressure
  and tachycardia, which results in a (-2) penalty to 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
  pass a Saving Throw vs. Poison. On a failure the victim will suffer from muscle weakness
  and counts as stunned for 1d3 combat rounds. In that case, another Saving Throw vs Poison
  needs to be passed or the victim will count as paralyzed for 1d6 combat rounds.
   
  10
  
  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/characters. Others will gain the
  same benefits but will need to pass a Saving Throw vs Poison in order to avoid the loss of
  1d6 hit points instead. 
  Bloodfire (Blade Poison)
  After receiving damage from the poisoned weapon for the first time the victim must
  pass a Saving Throw vs. Poison. On a failure the victim will feel weak, suffer from sudden
  sweat and high blood pressure. 1d3 combat rounds later the character will begin to
  sweat blood and lose 1d6 hit points, one point per round. 
  Poisonspit (Elixir)
  For 1d6 turns a Snake-Men 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 he or 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 amount of healed hit points. This Charisma
  damage heals as regular damage (and other healing potions or spells may be used to
  speed up the process).  
  11
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Supplements/LL - Ssssnake-Men.pdf