Fiendish Snake, Medium Viper CR 1
Always CE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +5, Spot +5
Languages —
AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
hp 2d8 (9 hp)
Fort Ref Will
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Space/Reach 5 ft./5 ft.
Base Atk +1; Grp +0
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ darkvision 60 ft., Scent, resistance to cold 5 and fire 5, SR 7
Abilities Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster II
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +2 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always take 10 on Climb and Swim checks.
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.
Vipers are not particularly aggressive but bite when threatened.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.