The elite of the snakefolk, they are both faster and deadlier, then their brethren. They are known for they're deadlier poison and evasiveness. Some kobolds believe they are a secret order that try to keep those they know they can control on the thrown while secretly disposing of the opposition whomever it shalt be.
I figured by the looks of things that,
1) we're going down the separate elites path so this was ideal for a second choice for scaledfolk.
2) By the looks of things I get the odd feeling that snakemen and lizardmen don't exactly get along this the second elite group being snakemen and what do you know? They're red.

All units are buildable at snakepit and temple.
Crimson death blade:
Cost:6
Hp:40
Atk:15 poison weapon (2 a stand in until poison variants are added)
Rng:1
Act:2
Sight:4
Spd:4
Dge:30%/30%/30%
Arm:1
P.arm:1
Res:80%
Crimson lancer:
Cost:6
Hp:38
Atk:10 poison weopon 2
Act:2
Rng:1
Sight:4
Spd:4
Dge:30%/30%/30%
Arm:1
P.arm:1
Res:80%
Crimson blood bow:
Cost:6
Hp:36
Atk:10 poison weapon 2
Rng:5
Act:2
Sight:5
Spd:4
Dge:30%/30%/30%
Arm:1
P.arm:1
Res:80%
Crimson Cardinal:
Cost:8
Hp:36
Atk:8 poison weapon 2
Rng:1
Sight:4
Spd:4
Dge:30%/30%/30%
Arm:1
P.arm:1
Res:100%
Abilities:
Crimson bolt- rng:5-dmg:8
Hydra might-rng:3-gives +1 action to target for 2 turns.
Hydra blood- rng:3- regenerates 30% health
Crimson mark-rng:4- lowers targets dodge by half.
Crimson tower:
Turn/build:8
Hp:90
Atk:8
S.rng:6
Sight:6
Heal:6
Cap:2
Arm:4
P.arm:8
Abilities:
Poison mist-cool:instant
Crimson bolt-dmg:8
Crimson serpent:
Cost:8
Hp:90
Atk:25 poison weapon 2
Rng:1
Sight:5
Spd:4 water
Arm:1
P.arm:5
Res:0%
Crimson Blood bound:
Cost:3
Hp:30
Atk:14 poison weapon
Rng:1
Sight:5
Spd:4 water:2
Arm:2
P.arm:2
Res:40%