Atlas Rules Resources Adventures Stories FAQ Search Links
Snake; Pit Viperby Jamie Baty
BA, RC 204
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armour Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/ 0
Attack: Bite +5 melee (1d4 -1 plus poison)
Full Attack: Bite +5 melee (1d4 -1 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft, low-light vision, scent
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 8, Dex 19, Con 13, Int 2, Wis 12, Cha 2
Skills: Balance +12, Climb +12, Hide +11, Listen +6, Spot +6, Swim +7
Feats: Improved Initiative (B), Weapon Finesse
Environment: Any land
Organisation: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -
A pit viper is a 5' long greenish-grey poisonous snake with small pits in its head. These pits act as heat sensors, with a range of 60ft. The combination of pits and darkvision makes it very hard to fight a pit viper; between its quickness, ability to remain concealed and its senses, it often gains the initiative.
Pit vipers are only aggressive if they feel threatened. They can be hard to spot, and often they are accidentally provoked by people who don't notice them soon enough. Their bite is very poisonous.
Poison (Ex): A pit viper has a poisonous bite that deals initial and secondary damage of 2d4 Con. The save DC is 12 and Constitution-based.
Scent (Ex): This special quality allows a pit viper to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Pit vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A pit viper 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 pit viper 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.