Brine Viper

Brine Viper                                                                     CR 7

XP 3200

N Large Animal (Aquatic, Reptilian)

Init +3; Senses Low-Light Vision, Scent; Perception +0

DEFENSE
AC 22, touch 12, flat-footed 19 (-1 size, +3 Dex, +10 natural)

hp 50 (9d8+9)

Fort +9, Ref +9, Will +5

OFFENSE
Speed climb 40 ft., swim 80 ft.

Melee bite +12 (2d6+7 plus poison)

Space 10 ft.; Reach 10 ft.

Special Attacks Grab (bite), Constrict (2d6+7), Poison (Ex) (bite-injury save DC 15, frequency 1/round for 6 rounds, effect 1d6 Dex damage, cure 2 consecutive saves), 4d6 Sneak Attack

STATISTICS
Str 20, Dex 16, Con 12, Int 2, Wis 10, Cha 10

Base Atk +6; CMB +12 (+16 grapple); CMD 25

Feats Catch Off-Guard, Combat Reflexes, Endurance, Great Fortitude, Iron Will

Skills: Stealth +15

Languages Common

SQ Animal Traits, Camouflage, Amphibious

SPECIAL ABILITIES
Grab (Ex)

If a Brine Viper hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Large or smaller.

The Brine Viper has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex)

Brine Viper can crush an opponent, dealing 2d6+7 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Poison (Ex)

A Brine Viper can poison those it attacks. A Brine Viper's bite attack(s) will inflict a poison on its victims that has a fortitude save DC of 15, a frequency of 1/round for 6 rounds, causes 1d6 dex damage, and takes two saves to cure. The save DC is constitution-based.

+2 bite

A Brine Viper's bite functions as a +2 weapon, the bonuses are included in its stats above.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

Camouflage (Ex)

A Brine Viper can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.

Amphibious (Ex)

A Brine Viper has the aquatic subtype, but they can survive indefinitely on land.

Scent (Ex)

A Brine Viper can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

ECOLOGY
Environment: Any Coast

Organization: Solitary

Treasure: None

These large snakes favor stealth and cunning to ambush unwary prey with their venomous bite.