Fiendish Snake, Small Viper CR 1/2
Always CE Small Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +7, Spot +7
Languages —
AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
hp 1d8 (4 hp)
Fort Ref Will
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −6
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ darkvision 60 ft., Scent, resistance to cold 5 and fire 5, SR 6
Abilities Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 10, 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. A snake uses either its Strength modifier or Dexterity modifier for Climb checks, whichever is higher. Snakes have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.
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 creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite when threatened.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.