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Young Giant ViperCreature 2


UncommonMediumAnimal
Source Pathfinder Society Scenario #6-13: All That Glitters
Perception +5 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +7, Athletics +6, Stealth +6, Survival +4
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha -2

AC 15; Fort +6; Reflex +9; Will +4;
HP 14
Speed 20 feet (climb 20 feet, swim 20 feet)

Fangs One Action +8 (+3, -2) to hit (finesse) 1d4+2 Piercing

Coiled Strike (Special) Reaction

As Reactive Strike, but the snake can use this reaction only if it's Coiled.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Coil One Action

The giant viper uses an action to coil itself. While Coiled, the reach of its fangs is 10 feet and it has the Reactive Strike reaction. After the giant viper Strikes with its fangs, it becomes uncoiled.

Giant Viper Venom (poison)

Saving Throw DC 15 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage (1 round)

Stage 2 1d6 poison damage and Drained 1


The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Animal

An 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.