Monday, January 3, 2011

General Rules: Monsters - Snake, Tiny Sea

Snake, Tiny Sea (from Stormwrack)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +7
Speed: 10 feet, climb 15 feet, swim 30 feet
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
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 +12, Listen +5, Spot +5, Swim +7
Feats: Improved Initiative, Weapon Finesse
Environment: Warm aquatic.
Organization: Solitary.
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The sea snake is a particularly venomous variation of the typical viper that lives in warm, shallow seas. It typically only attacks if provoked.

Combat
Sea snakes usually only bite one and then withdraw, waiting for the venom to take effect.

Poison (Ex): Bite; Fortitude save DC 12, initial and secondary damage 1d6 Constitution. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: Sea snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A sea snake can always choose to take 10 on a Climb check, even if rushed or threatened. Sea snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

A sea snake has a +8 racial bonus on any Swim check to perform some special action or avoid hazard. It can always choose to take 10 on a Swim check, even if threatened or endangered. It can use the run action while swimming, provided it swims in a straight line.

Tiny Sea Snakes as Familiars
Tiny sea snakes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with tiny sea snake familiars gain a +3 bonus to Bluff checks.

Home     Three Worlds     Monsters

No comments:

Post a Comment