Vine Viper (CR 1)


Vine Viper CR 1

XP 400

While not actually a plant, this animal’s reliance on its specific hunting patterns makes it more of an environmental encounter than a wandering monster. The vine viper is a mottled green snake with a leaf-shaped head and scaling that resembles shadowed leaves. Its main hunting tactic is simple and effective: it coils itself around the branch of a tree, hanging its head among the vines near the ground, and waits for prey to come into striking distance. It attacks any Medium or smaller creature that comes within range (in other words, that enters its square or an adjacent square).

The vine viper has the same statistics as a venomous snake with the following exception:

When hanging among jungle vines, the vine viper has a racial Stealth modifier of +12. It is not at all uncommon for certain breeds of vine viper to grow very large and deadly (acquiring the advanced and/or giant simple templates (Large version built below)).

Vine Viper (Medium) CR 1

XP 400
N Medium animal
Init +5; Senses low-light vision, scent; Perception +9

DEFENSE

AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4–1 plus poison)

STATISTICS

Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (can’t be tripped)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9 (+17 when hanging among jungle vines), Swim +9; Racial Modifiers +4 Perception, +4 (+12 when hanging among jungle vines) Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Vine Viper (Large) CR 2

XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +9

DEFENSE

AC 16, touch 10, flat-footed 16 (+6 natural, -1 size)
hp 17 (2d8+8)
Fort +7, Ref +3, Will +1

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d6+3 plus poison)

STATISTICS

Str 12, Dex 11, Con 18, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +3; CMD 12 (can’t be tripped)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4 (+12 when hanging among jungle vines), Swim +9; Racial Modifiers +4 Perception, +4 Stealth (+12 when hanging among jungle vines), +8 Acrobatics

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Section 15: Copyright Notice

Pathfinder Chronicles: Heart of the Jungle. Copyright 2010, Paizo Publishing, LLC; Authors: Tim Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart.

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