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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH SNAKE

Snakes usually are not aggressive and flee when confronted.

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 choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Constrictor Snake

 

Medium Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

3d8+6 (19 hp)

Initiative:

+3

Speed:

20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:

15 (+3 Dex, +2 natural), touch 13, flat-footed 12

Base Attack/Grapple:

+2/+5

Attack:

Bite +5 melee (1d3+4)

Full Attack:

Bite +5 melee (1d3+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Constrict 1d3+4, improved grab, smite evil

Special Qualities:

Scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +4, Ref +6, Will +2

Abilities:

Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2

Skills:

Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Feats:

Alertness, Toughness

Environment:

Any Evil-aligned plane

Organization:

Solitary

Challenge Rating:

2

Alignment:

Always evil (any)

Advancement:

4–5 HD (Medium); 6–10 HD (Large)

Level Adjustment:

+2

Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.

Combat

Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.

Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

Fiendish Constrictor Snake, Giant

 

Huge Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

11d8+14 (63 hp)

Initiative:

+3

Speed:

20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:

15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+8/+23

Attack:

Bite +13 melee (1d8+10)

Full Attack:

Bite +13 melee (1d8+10)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Constrict 1d8+10, improved grab, smite evil

Special Qualities:

Scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 16

Saves:

Fort +8, Ref +10, Will +4

Abilities:

Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2

Skills:

Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

Feats:

Alertness, Endurance, Skill Focus (Hide), Toughness

Environment:

Any Evil-aligned plane

Organization:

Solitary

Challenge Rating:

7

Alignment:

Always evil (any)

Advancement:

12–16 HD (Huge); 17–33 HD (Gargantuan)

Level Adjustment:

+2

Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +11.

Fiendish Viper Snake

 

Fiendish Snake, Tiny Viper

Fiendish Snake, Small Viper

 

Tiny Magical Beast (Augmented Animal, extraplanar)

Small Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

1/4 d8 (1 hp)

1d8 (4 hp)

Initiative:

+3

+3

Speed:

15 ft. (3 squares), climb 15 ft., swim 15 ft.

20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:

17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14

Base Attack/Grapple:

+0/–11

+0/–6

Attack:

Bite +5 melee (1 plus poison)

Bite +4 melee (1d2–2 plus poison)

Full Attack:

Bite +5 melee (1 plus poison)

Bite +4 melee (1d2–2 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

5 ft./5 ft.

Special Attacks:

Poison, smite evil

Poison, smite evil

Special Qualities:

Scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 5

Scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 6

Saves:

Fort +2, Ref +5, Will +1

Fort +2, Ref +5, Will +1

Abilities:

Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2

Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2

Skills:

Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5

Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

Feats:

Weapon Finesse

Weapon Finesse

Environment:

Any Evil-aligned plane

Any Evil-aligned plane

Organization:

Solitary

Solitary

Challenge Rating:

1/3

1/2

Alignment:

Always evil (any)

Always evil (any)

Advancement:

Level Adjustment:

+2

+2


 

Fiendish Snake, Medium Viper

Fiendish Snake, Large Viper

Fiendish Snake, Huge Viper

 

Medium Magical Beast (Augmented Animal, extraplanar)

Large Magical Beast (Augmented Animal, extraplanar)

Huge Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

2d8 (9 hp)

3d8 (13 hp)

6d8+6 (33 hp)

Initiative:

+3

+7

+6

Speed:

20 ft. (4 squares), climb 20 ft., swim 20 ft.

20 ft. (4 squares), climb 20 ft., swim 20 ft.

20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:

16 (+3 Dex, +3 natural), touch 13, flat-footed 13

15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 15

Base Attack/Grapple:

+1/+0

+2/+6

+4/+15

Attack:

Bite +4 melee (1d4–1 plus poison)

Bite +4 melee (1d4 plus poison)

Bite +6 melee (1d6+4 plus poison)

Full Attack:

Bite +4 melee (1d4–1 plus poison)

Bite +4 melee (1d4 plus poison)

Bite +6 melee (1d6+4 plus poison)

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Poison, smite evil

Poison, smite evil

Poison,

Special Qualities:

Scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 7

Scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 11

Saves:

Fort +3, Ref +6, Will +1

Fort +3, Ref +6, Will +2

Fort +6, Ref +7, Will +3

Abilities:

Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2

Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2

Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2

Skills:

Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7

Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11

Feats:

Weapon Finesse

Improved Initiative, Weapon Finesse

Improved Initiative, Run, Weapon Focus (bite)

Environment:

Any Evil-aligned plane

Any Evil-aligned plane

Any Evil-aligned plane

Organization:

Solitary

Solitary

Solitary

Challenge Rating:

1

2

4

Alignment:

Always evil (any)

Always evil (any)

Always evil (any)

Advancement:

7–18 HD (Huge)

Level Adjustment:

+2

+2

+2

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.

Combat

Viper snakes rely on their venomous bite to kill prey and defend themselves.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.

Size

Fort DC

Tiny

10

Small

10

Medium

11

Large

11

Huge

14

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