Aeserpent Working Draft
Aeserpent
Large Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +8
Speed: 40 ft. (6 squares), climb 30 ft., swim 40 ft.
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d8+7 plus bloodcurse venom)
Full Attack: Bite +11 melee (1d8+7 plus bloodcurse venom)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bloodcurse venom, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., ophidian sovereignty, scent, shadow blend
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 21, Dex 18, Con 15, Int 6, Wis 12, Cha 11
Skills: Balance +12, Climb +13, Hide +4*, Listen +4, Move Silently +8, Spot +4, Swim +13
Feats: Dodge, Improved Initiative (B), Mobility, Spring Attack
Environment: Wilderness of the Beastlands
 Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–14 HD (Large); 15–21 HD (Huge)
Level Adjustment: —
A large snake with scales so dark it looks like the night itself has  streamed into slithering life. Only its thin, yellow eyes and the  occasional gleam of a fang can be made out from the shiny blackness of  its scales.
 
An aeserpent, also known as darkstrike or deathstrike, is a deadly snake  that lives in dark places in the outer plane known as the Beastlands.  Aeserpents are practically invisible when in darkness, and use this  camouflage to ambush prey. When viewed in the light, an aeserpent's  scales have a sheen that appears wet or slimy, but it is as dry to the  touch as other snakeskin. Aeserpents need much more food than regular  snakes, and may attack dangerous predators like bears to satisfy their  hunger.
 
 An aeserpent is at least 20 feet long and weighs 500 pounds or more.
 
 COMBAT
 
Deathstrikes attack from the shadows, biting and retreating to wait for   their deadly bloodcurse venom to take effect, then swallowing their   weakened prey whole.   When an aeserpent faces a group it tries to bite   the  strongest foe, since the agony of its supernatural venom may drive   its victims to attack their own friends.
 Bloodcurse Venom (Su): A living creature hit by an aeserpent's  bite attack must succeed on a DC 15 Fortitude save or take 1d4 Constitution  damage and contract the bloodcurse, a horribly magical transformation  that causes a victim's flesh to destroy their own blood and sanity.  Bloodcurse venom does not affect creatures without blood, such as Oozes  or Plants. Creatures with immunity to poison are unaffected by it, and  creatures with a bonus on saves versus poison can apply this bonus on  their saving throws.
 
A bloodcurse victim must succeed at a DC 15 Fortitude save every minute  or take 1d4 Constitution damage and 1d6 Wisdom damage. The effects of a  bloodcurse continues until the victim reaches  Constitution 0 (and dies)  or the bloodcurse is cured as described below.
 
 A bloodcurse victim feels their flesh changing and devouring their own blood. If they succeed at a DC 10  Heal check or Knowledge (arcana) check they realize that consuming the  blood of a person   untainted by bloodcurse venom will temporarily  alleviated their   affliction. Another creature observing the victim can  discover this information with a DC 18 Heal check or Knowledge (arcana)  check. A victim who drinks the blood of another creature of the  same type (e.g. a human drinking the blood of a humanoid) will take no  Con damage that minute, but still takes Wisdom damage if they fail the  Fort save. The amount of blood that is ingested must be enough to do at  least 1 hit point of damage to the creature it came from. If bloodcurse  damage reduced a victim's Wisdom to 0, they go mad and start attacking  other creatures to drink their blood, hoping to stave off death for a  few more minutes.
 
 Remove curse has no effect on a bloodcurse, but a delay poison or neutralize poison  spell affects the bloodcurse as if it were poison. The Heal skill can  be used to treat the victim, who uses the Heal check result or his or  her saving throw, whichever is higher.
The save DCs are Constitution-based.
Improved Grab (Ex): To use this ability, an aeserpent must hit with its bite 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 can swallow whole.
  Ophidian Sovereignty (Ex): An aeserpent is immune to spells and   abilities that specifically affect snakes and reptiles, such as a   Scalykind cleric's ability to rebuke or command reptilian creatures.     In  addition, an aeserpent has a +2 racial saving throw bonus against  enchantment spells or effects.     
Swallow Whole (Ex): An aeserpent can try to swallow a grabbed smaller than itself by making a successful grapple check. Aeserpents can only digest creatures that have been affected by their Bloodcurse Venom, so they will not swallow an opponent who shows no symptoms of poisoning. Once inside, the opponent takes 1d8+5 points of crushing damage plus 1d6 points of acid damage per round from the serpent's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large aeserpent's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Shadow Blend (Su): In any condition of illumination other  than full daylight, an aeserpent can disappear into the shadows,  giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. 
Skills: Aeserpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An aeserpent can always choose to take 10 on a Climb check, even if rushed or threatened. Aeserpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An aeserpent 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.