Speed: 20 feet, climb 20 feet, swim 20 feet
Armor Class: 16 (+3 Dexterity, +3 natural); touch 13, flat-footed 13
Attack: Bite +5 melee (1d3+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d3+4, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Coil slam 1d4 (see text), constrict 1d6+4, improved grab
Special Qualities: Low-light vision, scent
Saves: Fortitude +4, Reflex +6, Will +2
Abilities: Str 17, Int 1, Wis 12, Dex 17, Con 13, Cha 2
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats: Skill Augmentation (Listen and Spot), Toughness
Environment: Temperate marshes
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium); 7 - 9 Hit Dice (Large)
A whipsnake's scales are primarily brown, with a mottling of deep green and black. Its head is angular and broad.
Whipsnakes usually lurk on sturdy tree branches, ready to drop or slither onto creatures passing underneath. They have also been known to lie on the ground stretched across a trail amid fallen tree branches, waiting to coil around the legs of creatures using the part and trip them. A whipsnake's first attack is always a coil slam.
Whipsnakes as Familiars
Whipsnakes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, and be at least a 3rd-level caster.
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