Giant Viper (BB)Creature 2
Perception +7 (low light vision)
Languages none
Skills Acrobatics +9, Athletics +8, Stealth +8, Survival +6
Str +3, Dex +4, Con +3, Int -4, Wis +1, Cha -2
AC 17; Fort +8; Reflex +11; Will +6;
HP 26
Speed 20 feet (climb 20 feet, swim 20 feet)
Fangs
+11 (+6, +1) to hit (finesse, unarmed) 1d8+3 PiercingCoiled Opportunity

If the giant viper is Coiled and a creature moves into or through a square adjacent to it, the giant viper can use its reaction to make a fangs Strike against that creature.
Coil
The giant viper uses an action to coil itself. While coiled, it can target a creature up to 10 feet away with its fangs Strike. After the giant viper Strikes with its fangs, it becomes uncoiled
Giant Viper Venom (poison)A target damaged by the snake's fangs must succeed at a DC 17 fortitude save or take 1d8 poison damage.
Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume prey whole by stretching their lower jaw and using powerful muscles to move the food down their throats and into their stomachs.
The giant viper's fangs, nearly as long as daggers, easily inspire fear. The venom injected by a giant viper can cause severe blood clotting and inflict tremendous damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.