Fiendish Tiny Viper CR 1/3
Always NE Tiny Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., scent; Listen +6, Spot +6
Languages —
AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
hp 1/4 d8 (1 hp)
Fort Ref Will
Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Space/Reach 2-1/2 ft./0 ft.
Base Atk +0; Grp −11
Melee bite ( plus poison)
Attack Options Poison, smite good
SQ Darkvision 60 ft., resistance to cold 5 and fire 5, scent, SR 6
Abilities Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Familiar list: Improved Familiar — Evil masters, arcane caster 3rd+ (or other fiendish animal from standard list)
Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d6 Con.
Smite Good (Su): Once per day, a fiendish tiny viper can make a normal melee attack to deal +1 extra damage against a good foe.
Fiendish template: Applied to a Tiny viper (see Fiendish Creature).
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
A Tiny viper infused with fiendish energy for evil-aligned masters.
Open Game Content · Monster entry · Familiars · Improved Familiar.