ViperCreature -1
Perception +5 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +5, Athletics +1, Stealth +5, Survival +3
Str -3, Dex +4, Con +0, Int -4, Wis +1, Cha -2
AC 14; Fort +2; Reflex +7; Will +5;
HP 8
Speed 20 feet (climb 20 feet, swim 20 feet)
Fangs
+6 (+2, -2) to hit (agile, finesse, reach 0) 1d8-3 PiercingSlink

Trigger A creature ends its movement adjacent to the viper or within the viper's space.
Effect The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions.
Viper Venom (poison)Saving Throw DC 16 fortitude
Maximum Duration 4 rounds
Stage 1 1d8 poison (1 round).
Each member of this family of venomous snakes has long, hinged fangs that inject potent venom into their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart.
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 their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.
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.