[sblock=Nevin ir'Laan]
[sblock=stats]
Nevin ir'Laan
NG Male Human Wizard: Focused Conjurer (Prohibited Schools: Evocation, Enchantment, Necromancy)
Exp: 100
Str: 9(-1) Light Load: 30lb or less, Medium Load: 31-60lb, Heavy Load: 61-90
Dex: 16(+3)
Con: 13(+1)
Int: 16(+3)
Wis: 13(+1)
Chr: 12(+1)
Speed: 30ft
Init: +3+4=+7
AC: 13(Mage Armour: 17) Touch: 13(Mage Armour: 17) Flatfooted: 10(Mage Armour: 14)
Fort: +0+1=+1 Ref: +0+3=+3 Will: +2+1=+3
BAB: +0 Melee: -1 Ranged: +3
Dagger: Attack: Melee: -1, Ranged: +3 Damage: 1d4-1 19-20/x2 Range Increment: 10ft. Type: Piercing or Slashing
Light Crossbow: Attack: +3 Damage: 1d8 19-20/x2 Range Increment: 80ft. Type: Piercing
HP: 12/12
Action Points: 5
[sblock=skills]
Trained:
Concentration: 4+1=+5
Knowledge (Arcana): 4+3=+7
Knowledge (The Planes): 4+3=+7
*Knowledge (History): 4+3=+7
Spellcraft: 4+3=+7
Bluff: 2+1=+3
Speak Language: Common, Draconic, Celestial, Infernal, Abyssal, Auran
[/sblock]
[sblock=feats & abilities]
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Rapid Summoning: (Ex) Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar.
Improved Initiative: You get a +4 bonus on initiative checks.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.
*GALIFARAN SCHOLAR
You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom. The depth of your study gives you great insight into the whole field of knowledge surrounding the history of Galifar.
Prerequisite: Knowledge (history) 4 ranks.
Benefit: You receive a +4 insight bonus on Knowledge checks pertaining to events associated with the Last War or the royal family of the Kingdom of Galifar, and you treat untrained Knowledge checks related to these topics as trained Knowledge checks.
Normal: You can attempt a Knowledge check untrained only if the DC is 10 or lower.
[/sblock]
Spell Save DC: 0th: 13(14) 1st: 14(15)
Spells Per Day
Level: General(School Specific)
0th: 2(3)
1st: 1(3)
[sblock=spellbook]
0th: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st: Summon Monster I, Mage Armour, Grease, Protection from Evil, Comprehend Languages, Silent Image
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[/sblock]
[sblock=inventory]
17gp 5sp 4cp
Wand of Enlarge Person (10 charges)
Explorers Outfit
Dagger
Light Crossbow
20x Bolts
Backpack
Monster Manual (notebook with information and notations on the creatures he can summon)
Spellbook
Bedroll
3x Candle
Ink (1oz. vial)
Inkpen
Belt Pouch
Identification Papers, standard
Traveling Papers (For travel between Arcanix in Aundair and Sharn in Breland for purposes of academic research.)
3x Chalk
Spell Component Pouch
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[sblock=appearance]
Age: 19
Height: 5'9"
Weight: 144lb
[/sblock]
[sblock=background]
Nevin found himself near bursting with excitement as he disembarked from the lightning rail at the grand station in Sharn. He had done it. All the politics and expectations of home behind him, the world was his oyster. Moving through the press of humanity that crowded the station there was something reassuring as people jostled and bumped that no one here really gave a damn who his father was.
Nevin had come to the realization some time ago that as long as he stayed in Arcanix he would always fall under his father's shadow. And while his father was a great man, Nevin preferred to be measured by his own merits and follow his own path. That was why he as spend the last months slavishly learning the strange and sibilant elemental tongue Auran it had all been part of his proposal to travel to Morgrave in Sharn to study the cause and effects of planar proximity on the city. "Of course, chip off the old block," they'd said. He rolled his eyes at the thought. Anyway, it didn't matter he had gotten what he'd wanted, an excuse to leave. While the manifestation of Syrania in Sharn was fascinating, it was Sharn's reputation for adventure that had made up his mind. Time to make his mark on the world.
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[sblock=menagerie]
[sblock=Summon Monster I]
[sblock=celestial dog LG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track (B)
Alignment: Always Lawful Good
Skills: Celestial dogs have a +4 racial bonus on Jump checks. *Celestial dogs have a +4 racial bonus on Survival checks when tracking by scent.
[/sblock]
[sblock=celestial owl LG]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Environment: Seven Mounting Heavens of Celestial
Alignment: Always Lawful Good
Skills: Celestial owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
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[sblock=celestial giant fire beetle NG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+2)
Full Attack: Bite +3 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: -
Feats: -
Alignment: Always Neutral Good
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[sblock=celestial porpoise NG]
Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Slam +4 melee (2d4+2)
Full Attack: Slam +4 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+2 damage)
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 7
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 17, Int 3, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +10
Feats: Weapon Finesse
Alignment: Always Neutral Good
Blindsight (Ex): Celestial porpoises can see by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human¡¦s.
Hold Breath (Ex): A celestial porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A celestial porpoise 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. *A celestial porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
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[sblock=celestial badger CG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite -1 melee(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track (B), Weapon Finesse
Alignment: Always Chaotic Good
Rage (Ex): A celestial badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A celestial badger has a +4 racial bonus on Escape Artist checks.
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[sblock=celestial monkey CG]
Tiny Magical Beast
Hit Dice: 1d8+2 (6 hp)
Initiative:+2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5
Skills: Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Alignment: Always Chaotic Good
Skills: Celestial monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
[/sblock]
[sblock=fiendish dire rat LE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative:+3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d4+2 plus disease)
Full Attack: Bite +4 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Lawful Evil
Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. Fiendish dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.
[/sblock]
[sblock=fiendish raven LE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/4 d8+2 (3 hp)
Initiative:+2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Claws +4 melee (1d2-3)
Full Attack: Claws +4 melee (1d2-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Spell Resistance 5
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 5, Dex 15, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Alignment: Always Lawful Evil
[/sblock]
[sblock=fiendish monstrous centipede, medium NE]
Medium Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+1
Attack: Bite +2 melee (1d6+1 plus poison)
Full Attack: Bite +2 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil
Poison (Ex): A fiendish monstrous centipede has a poisonous bite. Save DC is 10, initial and secondary damage is 1d3 Dexterity damage. The save DCs are Constitution-based.
Skills: Fiendish monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Fiendish monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
[/sblock]
[sblock=fiendish monstrous scorpion, small NE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +2 melee (1d3+1)
Full Attack: 2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil
Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A fiendish monstrous scorpion has a poisonous sting. The save DC is 12, and the initial and secondary damage is 1d2 Con damage. The save DCs are Constitution- based
Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
[/sblock]
[sblock=fiendish hawk CE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-8
Attack: Talons +5 melee (1d4)
Full Attack: Talons +5 melee (1d4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Alignment: Always Chaotic Evil
Skills: Fiendish hawks have a +8 racial bonus on Spot checks.
[/sblock]
[sblock=fiendish monstrous spider, small CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (4 hp)
Initiative:+3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2*, Spot +4*
Feats: Weapon FinesseB
Alignment: Always Chaotic Evil
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A fiendish monstrous spider has a poisonous bite. The save DC is 10, and the initial and secondary damage is 1d3 Str damage. The save DCs are Constitution-based.
Web (Ex): Both types of fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Sheet webs have damage reduction 5/-.
A fiendish monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
The Escape Artist DC for the web is 10, the break DC is 14, and the web has 4 hit points per 5ft square.
Tremorsense (Ex): A fiendish monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A fiendish monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
[/sblock]
[sblock=fiendish octopus CE]
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Smite Good 1/day (+2 damage)
Special Qualities: Ink cloud, jet, low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 7
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 17, Con 15, Int 3, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +11
Feats: Weapon Finesse
Alignment: Always Chaotic Evil
Improved Grab (Ex): To use this ability, a fiendish octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.
Ink Cloud (Ex): A fiendish octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish octopus can change colors, giving it a +4 racial bonus on Hide checks. A fiendish octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A fiendish octopus 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.
[/sblock]
[sblock=fiendish snake, small viper CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d2 plus poison)
Full Attack: Bite +4 melee (1d2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +8
Feats: Weapon Finesse
Alignment: Always Chaotic Evil
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10, and is Constitution-based.
Skills: Fiendish snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A fiendish snake can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A fiendish 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.
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