Fiendish Snake, Giant Constrictor CR 7
Always CE Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +7, Spot +10
Languages —
AC 15 (−2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
hp 11d8+14 (63 hp); DR 5/magic
Fort Ref Will
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Space/Reach 15 ft./10 ft.
Base Atk +8; Grp +23
Melee bite ()
Attack Options Constrict 1d8+10, improved grab, Smite good
SQ darkvision 60 ft., Scent, resistance to cold 10 and fire 10, SR 16
Abilities Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Endurance, Skill Focus (Hide), Toughness
Skills Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Advancement 12–16 HD (Huge); 17–33 HD (Gargantuan)
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster VI
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +11 extra damage against an good foe.
Constrict (Ex): On a successful grapple check, a giant constrictor snake deals 1d8+10 points of damage.
Improved Grab (Ex): To use this ability, a giant constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Giant constrictor snakes are more aggressive than their smaller cousins, primarily because they need a great amount of food to survive.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VI.