Old World» Snakes

Countless species of snakes dwell in the wild. The infernal and abyssal realms, too, are richly stocked with serpentine creatures of every sort; fiendish snakes are often summoned by mages, and are closely associated in many people’s minds with the classical image of the evil sorcerer.

Snakes

Snakes

Special Abilities

Skills

Snakes have the following racial skill bonuses: +4 Acrobatics, +4 Perception, +4 Stealth. Snakes use either their Dexterity or Strength modifier for Climb and Swim checks, whichever is greater.

Snakes (fiendish)

Ecology

Environment infernal or abyssal realms

Venomous snakes

The bites of venomous snakes are capable of bringing down creatures much larger than themselves.

Combat

Venomous snakes fight by lashing out with their bite, then retreating.

Snakes (venomous)

Special Abilities

Poison (Ex)

Venomous snakes have a +2 racial bonus to the save DC of their poison.

Viper

This brightly colored snake displays its fangs menacingly as it coils about itself.

Vipers are 1 to 3 feet in length, and often brightly colored.

Viper

Tiny animal

Init +3; Senses low-light vision, scent; Perception +9

Defense

AC 16, touch 15, flat-footed 13 (+2 size, +3 Dex, +1 natural)

hp 3 (1d8−1)

Fort +1, Ref +5, Will +1

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d2−3 plus poison)

Space 212 ft.; Reach 0 ft.

Statistics

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2

Base Atk +0; CMB −5; CMD 8 (can’t be tripped)

Feats Weapon Finesse

Skills Acrobatics +7, Climb +11, Perception +9, Stealth +15, Swim +11

Morale craven (−2)

Ecology

Environment any temperate and warm

Organization solitary

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Viper (fiendish)

Fiendish vipers can be summoned with the summon monster I spell.

Viper (fiendish)

Tiny animal (evil, extraplanar)

Init +3; Senses darkvision, low-light vision, scent; Perception +9

Defense

AC 16, touch 15, flat-footed 13 (+2 size, +3 Dex, +1 natural)

hp 3 (1d8−1)

Fort +1, Ref +5, Will +1

SR 6

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d2−3 plus poison)

Space 212 ft.; Reach 0 ft.

Special Attacks smite good

Statistics

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2

Base Atk +0; CMB −5; CMD 8 (can’t be tripped)

Feats Weapon Finesse

Skills Acrobatics +7, Climb +11, Perception +9, Stealth +15, Swim +11

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Ecology

Organization solitary

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish viper can add +1 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Rattlesnake

This snake shakes its tail, and a rattling sound fills the air.

Rattlesnakes can grow up to 7 feet long.

Rattlesnake

Small animal

Init +2; Senses low-light vision, scent; Perception +9

Defense

AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)

hp 9 (2d8)

Fort +3, Ref +5, Will +1

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d3−2 plus poison)

Space 5 ft.; Reach 5 ft.

Statistics

Str 6, Dex 15, Con 10, Int 1, Wis 13, Cha 2

Base Atk +1; CMB −2; CMD 10 (can’t be tripped)

Feats Weapon Finesse

Skills Acrobatics +6, Climb +10, Perception +9, Stealth +10, Swim +10

Morale craven (−2)

Ecology

Environment any temperate and warm

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 13
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Rattlesnake (fiendish)

Fiendish rattlesnakes can be summoned with the summon monster II spell.

Rattlesnake (fiendish)

Small animal (evil, extraplanar)

Init +2; Senses darkvision, low-light vision, scent; Perception +9

Defense

AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)

hp 9 (2d8)

Fort +3, Ref +5, Will +1

SR 8

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d3−2 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 6, Dex 15, Con 10, Int 1, Wis 13, Cha 2

Base Atk +1; CMB −2; CMD 10 (can’t be tripped)

Feats Weapon Finesse

Skills Acrobatics +6, Climb +10, Perception +9, Stealth +10, Swim +10

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Ecology

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 13
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish rattlesnake can add +2 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Tree snake

A slender, brownish snake lowers its body slowly from a tree branch overheard.

Tree snakes are typically between 9 and 12 feet long.

Tree snake

Medium animal

Init +6; Senses low-light vision, scent; Perception +9

Defense

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 16 (3d8+3)

Fort +4, Ref +5, Will +2

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d4−1 plus poison)

Space 5 ft.; Reach 5 ft.

Statistics

Str 8, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +2; CMB −1; CMD 11 (can’t be tripped)

Feats Improved Initiative, Weapon Finesse

Skills Acrobatics +6, Climb +10, Perception +9, Stealth +10, Swim +10

Morale craven (−2)

Ecology

Environment any temperate and warm

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 14
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Tree snake (fiendish)

Fiendish tree snakes can be summoned with the summon monster III spell.

Tree snake (fiendish)

Medium animal (evil, extraplanar)

Init +6; Senses darkvision, low-light vision, scent; Perception +9

Defense

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 16 (3d8+3)

Fort +4, Ref +5, Will +2

SR 9

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d4−1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 8, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +2; CMB −1; CMD 11 (can’t be tripped)

Feats Improved Initiative, Weapon Finesse

Skills Acrobatics +6, Climb +10, Perception +9, Stealth +10, Swim +10

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Ecology

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 14
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish tree-snake can add +3 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

King cobra

This massive green cobra rears its head upward aggressively, its brightly colored, scaly hood flaring.

The largest of the venomous snakes, king cobras can grow up to 15 feet long.

King cobra

Large animal

Init +6; Senses low-light vision, scent; Perception +10

Defense

AC 15, touch 11, flat-footed 13 (−1 size, +2 Dex, +4 natural)

hp 29 (5d8+7)

Fort +5, Ref +6, Will +2

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d6+1 plus poison)

Space 10 ft.; Reach 5 ft.

Statistics

Str 12, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +3; CMB +5; CMD 17 (can’t be tripped)

Feats Improved Initiative, Weapon Finesse, Weapon Focus (bite)

Skills Acrobatics +6, Climb +10, Perception +10, Stealth +7, Swim +10

Morale craven (−2)

Ecology

Environment any temperate and warm

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 15
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

King cobra (fiendish)

Fiendish king cobras can be summoned with the summon monster IV spell.

King cobra (fiendish)

Large animal (evil, extraplanar)

Init +6; Senses darkvision, low-light vision, scent; Perception +10

Defense

AC 15, touch 11, flat-footed 13 (−1 size, +2 Dex, +4 natural)

hp 29 (5d8+7)

DR 5/good

Fort +5, Ref +6, Will +2

SR 10

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d6+1 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 12, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +3; CMB +5; CMD 17 (can’t be tripped)

Feats Improved Initiative, Weapon Finesse, Weapon Focus (bite)

Skills Acrobatics +6, Climb +10, Perception +10, Stealth +7, Swim +10

Languages Abyssal or Infernal (can’t speak)

Morale mercenary (+0)

Ecology

Organization solitary, pair, or nest (1d6+2)

Special Abilities

Poison (Ex)

Bite—injury
save Fort DC 15
frequency 1/round for 4 rounds
effect 1 step on the Constitution damage track
cure 1 save

Smite Good (Su)

Once per day, as a swift action, a fiendish king cobra can add +5 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Constrictor snakes

The largest snakes have no venom; they kill their prey by constricting a victim in their powerful coils.

Combat

Constrictor snakes latch on to a victim with their jaws, then wind their bodies around their victim.

Anaconda

This tremendous, thick-bodied snake slithers forward as its tongue flicks out, tasting the air.

The largest of the constrictors, anacondas can be over 30 feet long, and weigh as much as 1,000 pounds.

Anaconda

Huge animal

Init +2; Senses scent; Perception +12

Defense

AC 18, touch 10, flat-footed 16 (−2 size, +2 Dex, +8 natural)

hp 60 (8d8+24)

Fort +7, Ref +8, Will +3

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +12 (1d8+10 plus grab)

Space 15 ft.; Reach 10 ft.

Special Attacks constrict 1d8+10

Statistics

Str 25, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +6; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)

Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite)

Skills Acrobatics +6, Climb +15, Perception +12, Stealth +5, Swim +15

Morale mercenary (+0)

Ecology

Environment warm forests, swamps, and fresh water

Organization solitary or nest (1d6+1)

Special Abilities

Grab (Ex)

If an anaconda hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The anaconda can only grab targets that are no larger than itself.

An anaconda receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex)

An anaconda can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Anaconda (fiendish)

Fiendish anacondas can be summoned with the summon monster VI spell.

Anaconda (fiendish)

Huge animal (evil, extraplanar)

Init +2; Senses darkvision, scent; Perception +12

Defense

AC 18, touch 10, flat-footed 16 (−2 size, +2 Dex, +8 natural)

hp 60 (8d8+24)

DR 5/good

Fort +7, Ref +8, Will +3

SR 13

Resist cold 5, fire 5

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +12 (1d8+10 plus grab)

Space 15 ft.; Reach 10 ft.

Special Attacks constrict 1d8+10, smite good

Statistics

Str 25, Dex 15, Con 12, Int 1, Wis 12, Cha 2

Base Atk +6; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)

Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite)

Skills Acrobatics +6, Climb +15, Perception +12, Stealth +5, Swim +15

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Ecology

Organization solitary or nest (1d6+1)

Special Abilities

Constrict (Ex)

A fiendish anaconda can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Grab (Ex)

If a fiendish anaconda hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The anaconda can only grab targets that are no larger than itself.

A fiendish anaconda receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Smite Good (Su)

Once per day, as a swift action, a fiendish anaconda can add +8 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.