Fiendish Snake, Huge Viper CR 4
Always CE Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +7, Spot +7
Languages —
AC 15 (−2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
hp 6d8+6 (33 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 +4; Grp +15
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ darkvision 60 ft., Scent, resistance to cold 5 and fire 5, SR 11
Abilities Str 16, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Feats Improved Initiative, Run, Weapon Focus (bite)
Skills Balance +11, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster IV
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +6 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
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.
These large vipers are not particularly aggressive but bite when threatened.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.