Fiendish Snake, Large Viper CR 2
Always CE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +5, Spot +6
Languages —
AC 15 (−1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
hp 3d8 (13 hp)
Fort Ref Will
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Space/Reach 10 ft./5 ft.
Base Atk +2; Grp +6
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ darkvision 60 ft., Scent, resistance to cold 5 and fire 5, SR 8
Abilities Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Improved Initiative, Weapon Finesse
Skills Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 11, 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 vipers are not particularly aggressive, but will often lash out with a bite attack when threatened.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.