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d20 Bards and Sages Publishing Snakes

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    SNAKES!Written by Keith NielsenEdited by Julie Hedge

    2007 Bards and Sages

    Snakes are one of the most diverse groups of creatures on the planet, yet generally they are treated as only two types: vipers andconstrictors. This oversimplification of snakes makes for rather boring, and often unchallenging, encounters with these amazinganimals. This product hopes to spice up your campaign by introducing snakes in a more specific manner. Instead of simplyclassifying them based on size, this product takes real world snakes and attempts to present them in a way that will provide a new,exciting challenge for your players. This product references real world snakes and contains no magical items, spells, or supernatural affects. Because of this, thisproduct can be used in both fantasy and modern games.

    CONTENTS

    Part One: Snake Encounters pg 3 General Information Snakes and Powerful Characters Medical Treatment of Snake-Related Injuries Venomous versus Poisonous Snakes in the Medicine Cabinet Snake Products

    Part Two: Snakes pg 5 Constrictors Anaconda Boa Constrictor Python Venomous Snakes Black Mamba Death Adder Golden Tree Snake King Cobra Northern Adder Rattlesnake Sea Snake Spitting Cobra Water Moccasin

    Part Three: Misc pg 13 References Open Game License

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    Part One: Snake Encounters

    General Information Snakes generally want little to do with humanoids. Most donot identify humanoids as food, and therefore prefer to avoidcontact with humanoids when possible. Even when the largestsnakes are involved, generally they only become aggressivewhen food is scarce or if they feel threatened. Most encounterswith snakes are accidental or circumstantial. While the true nature of snakes is not nearly as dramatic asthe theatrical killer snakes portrayed in other media, it alsomakes snake encounters unpredictable. Snakes are more likelyto come into play at inopportune times when the players are notexactly ready to deal with them. Some examples are:

    *One or more snakes crawls into the camp and curls up next tothe heroes or slithers into their bedrolls to get warm.

    *While combating larger, more dangerous opponents, thesnakes nest is disturbed at it strikes out.

    *Snakes have made a nest among a treasure trove or some otherplace players are trying to squeeze into.

    *A snake is accidentally stepped on or otherwise disturbed bythe partys casual actions.

    Snakes and Powerful Characters While a venomous snake can easily kill a low-level character,snakes generally do not come in to play when players achievehigher levels. All those snakes in the wild did not suddenlymetamorphose into higher challenge rating creatures,however. They are still there, and they can still be a problem forhigh-level characters. Remember, players should not automati-cally get a spot check to notice a snake. The player on watch isgenerally watching for perceived threats. Since the snake is nota threat until it feels threatened, there would be no reason toassume the player would automatically have a chance to noticeit and more than he might notice a mosquito that happens tocarry malaria. While snakes may not be a direct threat to a powerful party,they can cause peripheral problems. For example, large con-strictors have been known to attack and kill largecreatures. Horses tied to a tree while the party sleeps may be tootempting of a meal for an anaconda. A snake can quickly takedown small animal familiars. An animal companion that goesoff to hunt may never return, having fallen victim tosnakebite. And a small viper that has taken up residence insomeones backpack might decide to reveal itself at a bad time,like when the owner sticks his hand inside.

    Medical Treatment of Snake-related injuries Constrictor snakes are pretty direct in their damage. They biteand constrict, causing mundane piercing or crushingdamage. This results generally in straight hit point loss, whichis treated normally. A normal healing spell will heal the dam-age, as will normal rest.

    Green Tree Python, Photo courtesy LA Dawson

    Venomous snakes, however, are more complicated. Theirvenom can have a variety of affects. These affects do notnaturally heal if left untreated. In fact, a venomous snakebiteleft untreated can become life threatening quickly. A healingspell can heal the hit point damage caused by the bite, but notany damage caused by the venom itself. Certain venoms havespecific effects that can be countered by spells other thanNeutralize Poison. For example, the paralysis caused by somevenoms can be countered by a Remove Paralysis spell. If magical healing is not available, a player can attempt amundane heal check to save the victim. Each venomous snakepresented in this product includes the DC needed to correctlytreat snakebite. If the person making the check has a master-work healing kit, it is assumed that the kit includes antivenin,and therefore only the straight healing or treat injury checkneed be made. If the player does not have a masterwork healing kit, thentreatment becomes complicated. The player suffers a 10 pen-alty to the check if she does not have a healing kit.

    Venomous versus poisonous Snake venom is generally treated as a poison, howevervenomous and poisonous are two different things. Both venomand poisons are toxins, toxic materials, created by living things,which harm the body of the victim. However they act in differ-ent ways. Venom is an injected substance produced by animalsfor defense or hunting. A poison is a substance that causesdamage upon absorption or ingestion. Creatures that get bo-nuses to saves versus poison, or who are immune to poison, are

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    not necessarily resistant or immune to venom. This is becausewhile a creature may have a natural condition that prohibits theabsorption or digestion of a poison, venoms are injected di-rectly into the bloodstream and therefore those natural resis-tances should not apply. Therefore, a bonus to saves versuspoison should not automatically apply to venoms. Its also important to note that the treatments for venomsversus poisons are generally different. Most treatments forpoisoning attempt to purge the poison from the body. Examplesinclude the inducing of vomiting, consumption of large quanti-ties of liquids, or the consumption of activated charcoal toabsorb and then flush the poison through the digestivetract. Venom, on the other hand, is generally treated by antiven-ins, which include antibodies that actually break down anddestroy the venom in the body. Poison resistance, therefore,deals with the bodys ability to flush poison from thesystem. Venom resistance involves an immune systemresponse. Persons who get a bonus to saving throws versusdisease, or who are immune to mundane diseases, should there-fore receive similar bonuses versus venom. Some venoms are referred to as hematoxic, which means thatthey primarily affect the blood. A hematoxic venom destroystissue and is very painful. Hematoxins attack red blood cellsand tissue and prevent the blood from clotting. Neurotoxicvenoms attack the nervous system and brain. These may causealmost no pain, but shut can down the respiratory systems andinterfere with heart functions.

    Snakes in the Medicine Cabinet Snakes are often hunted as food, for their hides, and for theirvenom. They are also collected and traded as pets or used forpest control. In many cultures, snakes are believed to have avariety of therapeutic powers. There is no reason to believe thesame would not be true in fantasy realms. In low magic orno-magic settings, snakes would be valuablecommodities. Healers and physicians would rely on a variety ofsnake products to treat patients. And even in high-magicworlds, the common peasant would rarely have access to magi-cal healing.

    Anesthetic: Neurotoxin snake venom can be used as a localizedanesthetic. This requires milking a live snake for thevenom. Milking a live snake requires a Knowledge (Nature)check DC 15. Venom can be extracted from a dead snake, butproduces very little useable venom. The alchemist would needfive dead snakes to procure enough venom to make onedose. Once the venom is procured, the alchemist them mustmake a Craft check (DC 25). Once prepared, it can be stored forfourteen days. Anesthetics are generally only used during surgery, and assuch provide no special benefit in a healing kit. A doctorperforming surgery without use of anesthetics may suffer acircumstance penalty of 4 to the heal or treat injury check asthe patient squirms from the pain. Some governments attempt to limit the sale of anesthetics,and most reputable vendors will not sell more than one dose ata time to a customer due to the danger of overdosing, sinceusing more than the recommended dose runs the risk of harm-ing a patients nervous system.

    These are sold in single dose vials and must be injected. Cost50 gp/vial.

    Antivenin: For simplification of gameplay, it is assumed thatall antivenin will treat any snakebite. A player with Craft(Alchemy) can create antivenin in the field. To do so, the playermust be able to milk a venomous snake. Milking a live snakerequires a Knowledge (Nature) check DC 15. Venom can beextracted from a dead snake, but produces very little useablevenom. The alchemist would need five dead snakes to procureenough venom to make one dose antivenin. A live snake can bemilked to produce enough venom to create three doses ofantivenin. Once the venom is procured, the alchemist them must makea Craft check (DC 25). It takes 10 minutes to prepare theantivenin for use. Once prepared, it can be stored indefinitely. Antivenin is sold in single dose vials and must beinjected. Cost 30 gp/vial.

    Snake Blood: Snake blood is often used as a base liquid forremedies involving increasing stamina. Snake Blood remediescan be used to help ward off the affects of fatigue. One potiongrants a +1 bonus to saving throws to avoid becoming ex-hausted or fatigued. It also increased the percentage chance ofa dying character to stabilize by 2%. Craft (Alchemy) checkDC 25. Snake Blood remedies are generally sold in potionbottles and include alcohol as an ingredient. In order to deter-mine how many doses can be crafted from a snake, divide thesnakes length by 4. Cost 10 gp/potion.

    Snake Oil: Created from the fatty tissue of snakes, this oilactually does offer some relief from inflammations and musclepain, as well as fight infection. Adding snake oil to a healingkit grants a +1 bonus to any heal or treat injurycheck. Craft (Alchemy) check (DC 25). Snake oil is sold inbottles that hold 5 doses. In order to determine how many dosescan be crafted from a snake, divide the snakes length by3. Cost 20 gp/bottle.

    Snake Products

    Snake Bile: Extracted from the snakes gallbladder, snake bilecan be added to alcoholic beverages to give them a strongertaste. Popular at taverns near docks or where mercenaries andsimilar types congregate, the drinks will often be given exoticsounding names even if it is just normal whiskey with snakebile mixed in. Snake bile can be toxic if not prepared properlybefore use (Craft: Alchemy DC 10 to both extract andprepare). Untreated snake bile, if consumed, sickens the victimfor 2d4 hours (Fortitude Save DC 12). Even if it is preparedproperly, persons with Constitution scores of less than 12 mustmake a Fortitude Save DC 12 or become sickened for 1d4hours after consuming such a beverage. Drinks with snake bilenormally cost twice as much as the normal version. Snake bileis also sold in single dose vials at 1 sp/vial.

    Snake Meat: Smoked snake meat holds up well, making itextremely useful for travelers. It is highly nutritious and, whenprepared properly, rather tasty. Snake would be a popular menu

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    item at taverns that serve wild game, and a practical alternativeto trail rations, and would have the same market value.

    Snakeskin: Surprisingly smooth, lightweight, and waterproof,snakeskin is highly prized by both adventurers for its resilienceand the fashion-conscious for its beauty. A skilled leather-worker can harvest one square foot of useable hide for everyfive foot of the snake (Craft: Leatherworking DC18). Snakeskin sells for 1 sp per square foot. Snakeskin isgenerally not thick enough to be used in armor construction,however it is popular in boots, belts, gloves, backpacks, andpurses. Items crafted from snakeskin are considered master-work items.

    Part Two: Snakes

    Constrictors Constrictor snakes are far less likely to attack humanoids thanvenomous snakes. They are generally lethargic, and prefer tosun themselves or hunt for prey over interacting withhumans. Unless aggressively threatened, constrictors tend toignore most humanoids medium size or larger and do notidentify them as food. Small or tiny humanoids, however, maybe considered food. Despite their massive size, constrictors are stealthy creaturesthat use their natural camouflage and surroundings to theiradvantage. There are dozens of varieties of constrictors, however we havesimplified them to the three general types. These snakes comein a variety of colors, from pale yellow to deep red to black,depending on their environment.

    Anaconda

    Description:The largest known snake, this nocturnal hunter uses stealth tosneak up on prey. Rumored to grow as large as 50 ft long, thiscreature in the water is so stealthy that potential prey wont evensee the ripples in the water until it strikes.

    Combat:For all their size and strength, anacondas are notaggressive. They wont generally attack unless they are surethey will have the time to subdue and consume their prey. Theywill, however, stalk potential prey and wait for anopportunity. Anacondas generally hunt from the water, and arejust as likely to drown their prey as they are to crushthem. Therefore a grappled opponent runs the risk of drowning.

    Constrict(Ex): On a successful grapple check, a constrictorsnake deals 1d8+11 points of damage.

    Improved Grab (Ex): To use this ability, a constrictor snakemust hit with its bite attack. It can then attempt to start a grappleas a free action without provoking an attack of opportunity. If itwins the grapple check, it establishes a hold and can constrict.

    Tellow Anaconda, Photo courtesy LA Dawson

    Anaconda, Constrictor Snake, Giant Huge AnimalHit Dice: 11d8+25 (74 hp)Initiative: +2Speed: 20 ft. (4 squares), climb 15 ft., swim 30 ft.Armor Class: 16 (2 size, +2 Dex, +6 natural), touch 10,flat-footed 10Base Attack/Grapple: +9/+24Attack: Bite +15 melee (1d8+11)Full Attack: Bite +15 melee (1d8+11)Space/Reach: 20 ft./10 ft.Special Attacks: Constrict 1d8+11, improved grabSpecial Qualities: ScentSaves: Fort +9, Ref +9, Will +4Abilities: Str 26, Dex 14, Con 14, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +12, Hide +10, Listen +8, MoveSilently +10, Spot +8, Swim +16Feats: Alertness, Endurance, Skill Focus (Hide), ToughnessEnvironment: Warm forestsOrganization: SolitaryChallenge Rating: 6Advancement: 1216 HD (Huge); 1733 HD (Gargantuan)Level Adjustment:

    Boa Constrictor

    Description:These snakes grow to up to 12 ft long, and are among the mostdocile of the constrictors. Unless threatened or hungry, manyboas can be safely handled and can become pretty tame. Boasprefer rodents and small animals as prey, and generally do notconcern themselves with humanoids.

    Combat:Boas are relatively quick, and if threatened prefer to flee. Ifcornered or hungry, they will attempt to grapple the opponentand if possible swallow the opponent whole. If the opponent isnot an edible size, it will crush the opponent until it stopsmoving, and then attempt to flee.

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    Constrict (Ex): On a successful grapple check, a constrictorsnake deals 1d3+4 points of damage.

    Improved Grab (Ex): To use this ability, a constrictor snakemust hit with its bite attack. It can then attempt to start a grappleas a free action without provoking an attack of opportunity. If itwins the grapple check, it establishes a hold and can constrict.

    Boa Constrictor, Constrictor Snake Medium AnimalHit Dice: 3d8+6 (19 hp)Initiative: +7 (improved initiative)Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 16 (+4 Dex, +2 natural), touch 13, flat-footed 12Base Attack/Grapple: +2/+5Attack: Bite +5 melee (1d3+4)Full Attack: Bite +5 melee (1d3+4)Space/Reach: 5 ft./5 ft.Special Attacks: Constrict 1d3+4, improved grabSpecial Qualities: ScentSaves: Fort +4, Ref +7, Will +2Abilities: Str 17, Dex 18, Con 13, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7,Swim +11Feats: Alertness, Improved Initiative, ToughnessEnvironment: Warm forestsOrganization: SolitaryChallenge Rating: 2Advancement: 45 HD (Medium); 610 HD (Large)Level Adjustment:

    Python

    Description:Growing to a record length of 33 ft, the python, these snakes donot generally recognize humans as prey even though they canswallow an adult male human over a few hours. Pythons prefersmaller meals that they slowly digest over several days, makinganimals (and small humanoids) likely targets. Like most con-strictors, they generally only attack if they think they will havetime to subdue and consume their prey. Pythons camouflagethemselves and lie in wait in order to ambush anopponent. Generally speaking, the python casually crawlingalong the ground or on a branch is not a threat. Its the pythonyou dont see you need to concern yourself with.

    Combat:Pythons prefer to strike from a hidden location and gain surpriseon their prey.

    Constrict(Ex): On a successful grapple check, a constrictorsnake deals 1d8+10 points of damage.

    Improved Grab (Ex): To use this ability, a constrictor snakemust hit with its bite attack. It can then attempt to start a grappleas a free action without provoking an attack of opportunity. If itwins the grapple check, it establishes a hold and can constrict.

    Python, Constrictor Snake, Giant Huge AnimalHit Dice: 11d8+14 (63 hp)Initiative: +3Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 15 (2 size, +3 Dex, +4 natural), touch 11,flat-footed 12Base Attack/Grapple: +8/+23Attack: Bite +13 melee (1d8+10)Full Attack: Bite +13 melee (1d8+10)Space/Reach: 15 ft./10 ft.Special Attacks: Constrict 1d8+10, improved grabSpecial Qualities: ScentSaves: Fort +8, Ref +10, Will +4Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9,Swim +16Feats: Alertness, Endurance, Skill Focus (Hide), ToughnessEnvironment: Warm forestsOrganization: SolitaryChallenge Rating: 5Advancement: 1216 HD (Huge); 1733 HD (Gargantuan)Level Adjustment:

    Venomous SnakesPlease see Part One for information regarding venom and itseffects on victims.

    Black Mamba

    Description:These dark gray or olive-gray snakes are named after the blackinterior of their mouths. They are one of the largest venomoussnakes in the world, growing up to 14 feet long. They activelyhunt during the day, and return to their lairs (generally aban-doned burrows or hollowed logs) at night. Black Mambas aregenerally found in pairs or small groups, making them evenmore deadly when the group feels threatened.

    Combat: Contrary to popular myth, The Black Mamba is not aggressive,but will bite to defend itself if threatened. They are capable ofamazing bursts of speed (reaching a max speed of 12 miles anhour), and will use this to their advantage. While they willgenerally attempt to flee before combat, once cornered thesnake will attack its opponent repeatedly until it is broughtdown.

    Burst of Speed (ex): When activated, the Black Mamba has amovement of 120 ft across vertical surfaces for 1d3rounds. This Burst of Speed grants a +4 Dodge bonus to thecreatures armor class, and allows it to move into a threatenedarea without provoking an attack of opportunity. The creaturecan use this ability once every 2d10 rounds.

    Venom:The neurotoxin of the Black Mambas venom is one of the mostpowerful in the world. Left untreated, the mortality rate is

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    100%. Individuals with Constitutions of less than 16 do not geta Fortitude Save versus the venom. Individuals with Constitu-tions of 16 or more may make a Fortitude Save (DC 24) to avoidthe initial and secondary effects. Initial effects appear within 1d3 rounds. The victim becomesnauseated and confused. Secondary affects beginning 2d4rounds after the initial effects begin. The victim becomesparalyzed. Left untreated, the victim dies after a number ofrounds equal to his Constitution Score. Victims can be savedwith either mundane or magical treatments. The Heal check tosave a victim is DC 20.

    Black mamba, Large Viper Large AnimalHit Dice: 3d8 (13 hp)Initiative: +7Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 16 (1 size, +4 Dex, +3 natural), touch 13, flat-footed 13Base Attack/Grapple: +3/+7Attack: Bite +6 melee (1d4 plus poison)Full Attack: Bite +6 melee (1d4 plus poison)Space/Reach: 10 ft./5 ft.Special Attacks: PoisonSpecial Qualities: Scent, Burst of SpeedSaves: Fort +3, Ref +7, Will +2Abilities: Str 10, Dex 18, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6,Swim +8Feats: Combat Reflexes, Improved Initiative, Weapon FinesseEnvironment: Plains, Temperate ForestsOrganization: Pair (2) or Group (5-7)Challenge Rating: 4Advancement: Level Adjustment:

    Death Adder

    Description:A Death Adder has a viper-like appearance, with triangularshaped head, vertical pupils, and a short body. They have largebands of color that help them blend in to their environments,usually blacks, grays, greenish-gray, or red and yellow.

    Combat:Death Adders do not actively hunt. Instead they will hide be-neath leaves, sand, or other cover with only their camouflagedhead and tail uncovered. At the end of the snakes tail is a smalllure that resembles a grub or worm. The snake positions the lureabove its head and waits for prey to go after the bait. The snakedoes not recognize medium or larger size creatures as prey, and

    Adder, photo courtesy Petra Karstedt

    therefore will generally ignore such creatures unless it considersitself threatened. The Death Adder has the quickest strike of any snake in theworld. The snake can go from a strike position, attack andenvenom prey, and return to a stationary strike position in .13seconds.

    Venom: The venom of the Death Adder is a neurotoxin and has aninitial and secondary effect. The initial effect causes immediateminor paralysis, causing the victim to suffer a 4 penalty toDexterity. After 2d6 rounds, the secondary effect causes com-plete paralysis. Death Adder venom is one of the most toxic inthe world. The Fortitude Save versus the initial effect is 15. Ifthe initial save is successful, the victim must still make asecondary Fortitude save (DC 10) to avoid the completeparalysis. If the initial save failed, the secondary save DCincreases to DC 18. The paralysis remains in effect until the poison is treated,either with mundane treatment or magic. The Heal check to treatthe poison is DC 20. Each hour the poison is not treated, thevictim must make a Fortitude Save or die from respiratoryparalysis. The DC for the Fortitude save starts at 10, and in-creases by 1 each hour until the poison is treated.

    Death Adder, Small Viper Small AnimalHit Dice: 1d8 (4 hp)Initiative: +8 (+4 dex, +4 Improved Initiative)Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15,flat-footed 15Base Attack/Grapple: +0/6Attack: Bite +5 (1d22 plus poison)Full Attack: Bite +5 (1d22 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +2, Ref +6, Will +1Abilities: Str 6, Dex 18, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +12, Climb +11, Hide +12, Listen +7, Spot +7,Swim +6Feats: Weapon Finesse, Improved InitiativeEnvironment: Temperate Forests and marshesOrganization: SolitaryChallenge Rating: 2Advancement: Level Adjustment:

    Fierce Snake

    Description:The worlds most venomous snake, this dark tan snake cangrow to around 6 feet long. Their colorations change slightlydepending on the season. They tend to be lighter in the summerand darker in the winter, allowing them to absorb more light inthe cooler months. Despite possessing the strongest venom ofall land snakes and its scary name, they are extremely docileand rarely attack humans. Careful movements near the snake

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    will generally not cause it to feel threatened. In fact, it ispossible to handle the snakes safely with an Animal EmpathyCheck (DC 15). The snakes, however, are also inquisitive, andhave been known to crawl into tents and encampments toinvestigate them.

    Combat: Fierce snakes will only fight if cornered or provoked. Whenthey do attack, they will make a series of quick strikes with theirbite attack, and then attempt to flee.

    Venom: A single bite has enough venom to kill 100 humans, and isincredibly fast acting. Victims with a Constitution Score lessthan 18 do not get a Fortitude Save against the effects. Victimswith a Constitution Score of 18 or better may make a FortitudeSave DC 25 to avoid the effects. The venom is a deadly neuro-toxin, quickly shutting down the nervous system in a matter ofminutes. Victims lose one point of Constitution per round untilthey receive treatment. Either magical or mundane treatmentwill save the victim (Heal check DC 20).

    Fierce Snake, Medium Viper Medium AnimalHit Dice: 2d8 (9 hp)Initiative: +3Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13Base Attack/Grapple: +1/+0Attack: Bite +4 melee (1d4 plus poison)Full Attack: Bite +4 melee (1d4 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +3, Ref +6, Will +1Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5,Swim +7Feats: Weapon FinesseEnvironment: Arid landsOrganization: SolitaryChallenge Rating: 4Advancement: Level Adjustment:

    Golden Tree Snake

    Description: The Golden Tree Snake is a member of genus Chrysopelea, orFlying Snakes. Flying snakes dont actually fly. They canflatten their bodies and glide through the air. The Golden TreeSnake is the largest of the flying snakes, reaching almost 4 ftlong. Their thin bodies are covered in dark gold or olive coloredscales with some black markings. These snakes can glide fromheights as high as 30 ft or more and land safely by adjustingtheir bodies in the air in movements that resemble swimming.

    Combat: Golden Tree Snakes are aggressive creatures and will strikeat the slightest provocation, biting repeatedly. Fortunately, theirvenom is rather weak. However, they are known to strike fromabove, gliding toward a victim. A spellcaster that is the targetof such an attack must make a Concentration check (DC 10 +spell level) in order to cast as a 4 ft snake comes flying towardher head unexpectedly.

    Venom: Golden Tree Snake venom is a mild hematoxin, creatingpainful but generally non-lethal injuries. The victim sufferspainful swelling and stiffness in the affected limb, causes a 1penalty to roll involving the use of that limb (Fortitude Save DC12 negates). Magical or mundane treatments will eliminate theeffects (Heal check DC 12).

    Tree Snake, Photo courtesy LA Dawson

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    Golden Tree Snake, Small Viper Small AnimalHit Dice: 1d8 (4 hp)Initiative: +4Speed: 20 ft. (4 squares), climb 20 ft., Glide 30 ft.Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 14,flat-footed 14Base Attack/Grapple: +0/6Attack: Bite +4 melee (1d31 plus poison)Full Attack: Bite +4 melee (1d31 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +2, Ref +6, Will +1Abilities: Str 8, Dex 18, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +16, Climb +11, Hide +11, Listen +7, Spot +7Feats: Weapon FinesseEnvironment: Temperate forestsOrganization: SolitaryChallenge Rating: 1Advancement: Level Adjustment:

    King Cobra

    Description:The largest snake in the world, they can grow over 18 ftlong. King Cobras feed almost exclusively off of other snakes,and avoid humans and other larger creatures when possible. Insome cultures, they are commonly brought in to help clear outother types of snakes that feed on eggs or that are consideredmore of a threat to humanoids or livestock. The King Cobratends toward a light olive to pale yellow color, with somehaving black or brown markings. King Cobras have amazing eyesight and can detect prey over300 ft away. They are also exceptionally intelligent for theirspecies, and are capable some rudimentary planning whenhunting prey. Despite its size, the King Cobra need only feedevery few months due to its slow metabolic rate.

    Combat: If unable to flee, or if forced to defend its nest, The KingCobra can force a huge quantity of venom through itsfangs. While the venom is not as toxic per volume as othercobras, the sheer quantity the snake can produce can down anelephant in one bite.

    Venom: The venom of the King Cobra is a neurotoxin with an initialand secondary effect. Victims become nauseated in 1d2 rounds(Fortitude Save DC 15). Victims that fail the initial FortitudeSave must make a second save (DC 18) or fallunconscious. Unconscious victims run the risk of suffocation astheir nervous system shuts down. Left untreated, an uncon-scious victim will die in a number of rounds equal to hisConstitution score. Magical or mundane treatments will savethe victim (Heal check C 15).

    King Cobra, photo courtesy LA Dawson

    King Cobra, Snake, Large Viper Large AnimalHit Dice: 3d8 (13 hp)Initiative: +7Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.Armor Class: 15 (1 size, +3 Dex, +3 natural), touch 12, flat-footed 12Base Attack/Grapple: +2/+6Attack: Bite +4 melee (1d4 plus poison)Full Attack: Bite +4 melee (1d4 plus poison)Space/Reach: 10 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +3, Ref +6, Will +2Abilities: Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +10,Swim +12Feats: Improved Initiative, Weapon FinesseEnvironment: Temperate marshesOrganization: SolitaryChallenge Rating: 3Advancement: Level Adjustment:

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    Northern Adder

    Description:This snake actually thrives in colder climates. Males are gener-ally light grey with black zigzag markings and females arebrown with dark brown zigzag markings. They reach an aver-age of just over 2 ft long, and have large, flat heads. The snakesgenerally hibernate during the coldest point of the year, but maycome out of hibernation to sun themselves atop newly fallensnow.

    Combat: Northern Adders are relatively timid, and prefer to flee thanfight if confronted. If cornered, they will lash out and bite. Venom: The venom of the Northern Adder is a low-powered hematoxinthat causes discomfort and pain, but is rarely life-threatening. The poison as an initial and secondaryeffect. Victims become nauseated within 1d4 rounds (FortitudeSave DC 12 negates). If the initial save fails, the victim mustmake a second Fortitude Save DC 14, or the effected body partbecomes swollen and stiff, resulting in a 2 penalty to all rollsrequiring the use of that body part. The effect lasts for 2d10hours or until the poison is treated with either mundane ormagical remedies. The Heal check to treat the poison is DC 13.

    Northern Adder, Small Viper Small AnimalHit Dice: 1d8 (4 hp)Initiative: +3 (+3 Dex)Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14,flat-footed 14Base Attack/Grapple: +0/6Attack: Bite +4 melee (1d22 plus poison)Full Attack: Bite +4 melee (1d22 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +2, Ref +5, Will +1Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7,Swim +6Feats: Weapon FinesseEnvironment: Cold landsOrganization: SolitaryChallenge Rating: 1Advancement: Level Adjustment:

    Rattlesnake

    Description: Easily recognized by its rattle, these snakes can be extremelyaggressive if they feel threatened. They grow to around 3 ftlong, and are generally a uniform color that ranges from a tan toan olive green depending on their surroundings.

    Combat: Rattlesnakes will warn potential threats by shaking their rattle,but may not wait for the threat to leave. The snake may attemptto intimidate an opponent in with its rattling. An intimidatedopponent is shaken for 2d4 rounds. Rattlesnakes have one ofthe fastest strikes of all snakes, and can strike from anyposition. Even in the party is aware of the snake, therattlesnakes first attack of the combat should always be treatedas if it was a surprise attack.

    Venom: The rattlesnake is one of the few snakes whose venom can behematoxic and nuerotoxic, making an untreated wound particu-larly dangerous. The venom produces an initial and secondaryeffect. Victims immediate suffer severe pain at the point of thebite, along with swelling and stiffness, causes a 2 penalty toany roll involving the limb (Fortitude Save 15 negates). Within2d6 rounds, the secondary affects begin to show, and the victimbegins to suffer nausea, dizziness, shortness of breath, andmuscle degeneration. Besides suffering the effects of beingnauseated, the victim loses 1 Constitution point per minute(Fortitude Save DC 15). Magical or mundane treatments canreverse the effect (Heal DC 15).

    Rattlesnake, snake, Small Viper Small AnimalHit Dice: 1d8+1 (5 hp)Initiative: +8 (+4 Improved Initiative, +4 dex)Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 14,flat-footed 14Base Attack/Grapple: +0/6Attack: Bite +4 melee (1d22 plus poison)Full Attack: Bite +4 melee (1d22 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +3, Ref +6, Will +1Abilities: Str 6, Dex 18, Con 12, Int 1, Wis 12, Cha 2

  • 11

    Skills: Balance +11, Climb +11, Hide +11, Intimidate +4*,Listen +7, Spot +7, Swim +6Feats: Weapon Finesse, Improved InitiativeEnvironment: Desert or temperate forestsOrganization: Solitary or Nest (2-10)Challenge Rating: 1Advancement: Level Adjustment:

    *See Combat for more information

    Sea Snake

    Description:Sea Snakes can grow up to 10 ft long and have paddle-like tailsthat increase their swimming ability. As completely aquaticcreatures, they are almost helpless on land. Sea Snakes canpartially breath through their thick skins, allowing them toremain underwater for incredible lengths of time. Though theypossess some of the most deadly poison of all snakes, they areextremely docile and generally require excessive provocationto bite. Also, the snakes tend to control the amount of venomthey use in a bite. This is both a blessing and a curse,however. Low doses of the venom may take hours to showsymptoms, and even then early symptoms may be misdiag-nosed as something else.

    Combat:Sea Snakes prefer to flee, but if forced to fight will bite toenvenom the opponent.

    Venom:At full strength, this neurotoxin causes paralysis in 2d4 rounds(Fortitude Save DC 18). If left untreated, paralyzed victims risksuffocation as their nervous system begins to shut down. Deathoccurs after a number of rounds equal to the victims Constitu-tion score. The victim can be saved with magical of mundanetreatment (Heal check DC 14). Generally, the snake rarely attacks with its full venom,instead only envenoming a victim with a tiny amount. In suchcases, symptoms will emerge in 2d8 hours (Fortitude Save DC13). Early symptoms will include dizziness and nausea. Oncesymptoms begin to show, the victim loses one Constitutionpoint per hour. A Heal Check (DC 18) must be completed tocorrectly identify the symptoms as being caused by the snakebite. If correctly identified, the symptoms can be treated asnormal.

    Sea Snake, Medium Viper Medium AnimalHit Dice: 2d8+2 (11 hp)Initiative: +3Speed: 10 ft. (2 squares), swim 40 ft.Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13Base Attack/Grapple: +1/+0Attack: Bite +4 melee (1d4 plus poison)Full Attack: Bite +4 melee (1d4 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +4, Ref +6, Will +1Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2Skills: Balance +11, Hide +12, Listen +5, Spot +5, Swim +12Feats: Weapon FinesseEnvironment: Warm AquaticOrganization: SolitaryChallenge Rating: 1Advancement: Level Adjustment:

    Spitting Cobra

    Description:There are several different species of this type of cobra, withcolors varying from solid red to black and grey. All specieshave the telltale hood, used to warn predators to stayaway. These snakes grow anywhere from 3-8 ft long, and tendto have thin bodies.

    Combat:A spitting Cobra prefers to begin combat by spraying anopponent with venom. This venom emanates from the cobrasmouth in a cone pattern 10 ft long. Anyone in the area of effectmust make a Reflex Save (DC 13) or be blinded for 2d4minutes.

    Venom:The Spitting Cobras venom is highly toxic and acts as both ahemotoxin and a neurotoxin. Individuals who fail the reflexsave versus the spray must immediately make a Fortitude Save(DC 12) or suffer permanent blindness after 2d10 minutes ifleft untreated. Magical or mundane treatment prevents thisaffect (Heal check DC 14). If bitten, the venom has initial and secondary effects. Victimsbecome nauseated and suffer diplopia (double vision) within1d3 rounds (Fortitude Save DC 15). While under the effects ofdiplopia, the victim has a 50% chance of missing his targetwith a melee or ranged attack. If the first save fails, the victimmust make a second Fortitude Save (DC 18) or suffer 1d6Constitution loss. These effects remain in place until treatedwith either magical or mundane methods (Heal Check DC 15).

  • 12

    Spitting Cobra, Medium Viper Medium AnimalHit Dice: 2d8 (9 hp)Initiative: +3 (+3 Dex)Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13Base Attack/Grapple: +1/+0Attack: Bite +4 melee (1d41 plus poison)Full Attack: Bite +4 melee (1d41 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: Poison, SpitSpecial Qualities: ScentSaves: Fort +3, Ref +6, Will +1Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5,Swim +7Feats: Weapon FinesseEnvironment: Tropics and desertsOrganization: SolitaryChallenge Rating: 3Advancement: Level Adjustment:

    Water Moccasin

    Description:Growing to just under 3 ft long, the water moccasin (or cotton-mouth) patrols riverways and lakes looking for prey. Theirthick bodies are covered crossbands of colors ranging from paleyellows to deep browns. While not as aggressive as manybelieve, the water moccasin is one of the few snakes as likelyto stay and fight as it is to flee if it feels threatened.

    Combat:Water moccasins will generally attempt to ward off an oppo-nent by putting on a display, rearing back and gaping theirmouths open in a threatening manner. The snake may attemptto intimidate an opponent in this manner. An intimidated oppo-nent is shaken for 2d4 rounds. If the opponent backs away, the

    snake will generally not follow, and will instead take the oppor-tunity to leave. Otherwise, it will defend itself.

    Venom:The water moccasin venom is a hemotoxin that causes swellingand cell death near the point of the wound. While not as life-threatening as other venoms, the bite is incrediblypainful. Victims suffer a 1 penalty to any roll involving theaffected limb (Fortitude Save DC 12 negates.) Magical or mun-dane treatments can reverse the affect (Heal Check DC 13).

    Water Moccasin, Snake, Small Viper Small AnimalHit Dice: 1d8+1 (5 hp)Initiative: +4Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 14,flat-footed 14Base Attack/Grapple: +0/6Attack: Bite +4 melee (1d22 plus poison)Full Attack: Bite +4 melee (1d22 plus poison)Space/Reach: 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: ScentSaves: Fort +3, Ref +6, Will +1Abilities: Str 6, Dex 18, Con 12, Int 1, Wis 12, Cha 4Skills: Balance +11, Climb +11, Hide +11, Intimidate +4*,Listen +7, Spot +7, Swim +10Feats: Weapon FinesseEnvironment: Temperate marshesOrganization: Solitary or Nest (2-10)Challenge Rating: 1Advancement: Level Adjustment:

  • 13

    Part Three: Misc.ReferencesThis product strives to be as true as possible to the real world snakes presented in this book, however certain liberties were takenfor simplification of gameplay. For detailed information on snakes, visit any of the following websites.

    http://www.wikipedia.orghttp://www.venomous.com/http://www.wf.net/~snake/faq1.htmhttp://animal.discovery.com/guides/reptiles/snakes/main.html

    IllustrationsIllustrations in this product, where attributed, are used under the terms of theCreative Common License 2.5.Cover illustration courtesy LA Dawson under the terms of the Creative Common License 2.5Non-attributed illustrations are public domain photos.

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    15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.SNAKES! 2007 Bards and Sages. All monster stat blocks, as well as all information listed under the Description, Combat, and Venom sections, are open game content.

    Part One: Snake EncountersSnakes in the Medicine Cabinet Snake ProductsVenomous versus poisonousMedical Treatment of Snake-related injuries Snakes and Powerful Characters General InformationPart Two: SnakesAnacondaBoa ConstrictorPythonVenomous SnakesBlack MambaDeath AdderFierce SnakeGolden Tree SnakeKing CobraNorthern AdderRattlesnakeSea SnakeSpitting CobraWater MoccasinPart Three: Misc.