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Celestial Snake, Huge Viper

NG Huge Magical Beast (extraplanar)
Init +6; Senses Darkvision 60, Scent; Listen +7, Spot +7

AC 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15
hp 33 (6 HD); DR 5/magic
SR 11
Resist Acid, Cold and Electricity 5
Fort +6, Ref +7, Will +3
Speed 20, climb 20, swim 20
Melee Bite +6 (1d6+4 plus poison)
Space/Reach 15 ft./10 ft.
Base Atk +4; Grp +15
Atk Options Smite Evil 1/day (+6 damage)

Abilities Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2
SQ Climb: A snake can always choose to take 10 on a Climb check, even if rushed or threatened.
Swim: A 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.
Feats Improved Initiative, Run, Weapon Focus (bite)
Skills Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Poison: Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

CR 4

Encounter Treasure

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Race keywords: Celestial, Celestial, Snake, Celestial, Viper, Snake, Snake, Celestial, Snake, Viper, Viper, Viper, Celestial
Class keywords:
Sourcebooks: Monster Manual

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