Monday, January 3, 2011

General Rules: Monsters - Snake, Reed

Reed Snake (from Serpent Kingdoms)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +3
Speed: 15 feet, climb 15 feet
Armor Class: 18 (+2 size, +3 Dexterity, +3 natural); touch 15, flat-footed 15
BAB/Grapple: +0/-11
Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +5, Will +1
Abilities: Str 4, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +7, Spot +7
Feats: Ability Focus (Poison), Weapon Finesse
Environment: Temperate plains
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

Reed snakes spend most of the day below thick grass cover, hunting only at night. They sometimes attack sleeping humanoids, often killing them with their unusually virulent poison.

A reed snake measures between 2 and 4 feet in length. Its incredibly thin body is covered with dull green scales.

Combat
The reed snake relies on its venomous bite to kill prey and defend itself.

Poison (Ex): Bite, Fortitude DC 12; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Skills: A reed snake has a +4 racial bonus on Hide, Listen and Spot checks and a +8 racial bonus on Balance and Climb checks. A reed snake can always take 10 on a Climb check, even if rushed or threatened. A reed snake uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher.

Reed Snakes as Familiars
Reed snakes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with reed snake familiars gain a +2 bonus to saving throws against poison.

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