Fiendish Viper Snake
“Beware the Fiendish Viper: The Deadly Serpent with a Hellish Bite You Won’t See Coming!”
The Fiendish Viper is a terrifyingly sleek and sinuous serpent, its scales shimmering with an unnatural, infernal sheen that ranges from deep crimson to obsidian black. Its eyes glow with a fiery, malevolent light, and its fangs are long, needle-sharp, dripping with venom that sizzles upon contact with the air. The viper’s body is adorned with jagged, dark runes that pulse with hellish energy, marking it as a creature touched by fiendish powers.
Behavior:
Fiendish Vipers are highly aggressive and cunning predators, driven by an insatiable hunger for destruction. They are ambush predators, often lying in wait for hours or even days, coiled silently in shadowy corners until the perfect moment to strike. Their movements are unnervingly silent and fluid, making them nearly impossible to detect until it’s too late.
Habitat:
These vipers are commonly found in the darkest, most corrupted areas of the world—abandoned ruins, cursed forests, and the burning, sulfurous plains of the Lower Planes. They thrive in environments tainted by dark magic or infernal influence, where they can blend seamlessly with their surroundings and feed on the fear and suffering that pervades such places.
Modus Operandi:
The Fiendish Viper’s primary tactic is to use its infernal stealth to close in on its prey undetected. It strikes with lightning speed, delivering a potent, venomous bite that not only causes excruciating pain but also inflicts a lingering curse that weakens its victim over time. Once it has struck, the viper will either retreat into the shadows to let the poison and curse do their work or coil around its victim, constricting them until they suffocate.
Motivation:
Fiendish Vipers are driven by a malevolent desire to spread suffering and corruption. They are often found serving more powerful fiends or dark entities, carrying out their masters’ will with cold precision. However, even when acting independently, these vipers seek to inflict as much pain and chaos as possible, reveling in the torment of their victims as they slowly succumb to their venom and curses.
Fiendish Viper 5e
Fiendish Viper 3.5
Fiendish Viper
Medium Fiend, Neutral Evil
Armor Class: 15 (natural armor)
Hit Points: 66 (12d8 + 12)
Speed: 30 ft., climb 20 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 12 (+1) | 6 (-2) | 14 (+2) | 10 (+0) |
Saving Throws: DEX +7, WIS +5
Skills: Perception +5, Stealth +7
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Abyssal but can’t speak
Challenge: 4 (1,100 XP)
Traits
- Fiendish Stealth: The Fiendish Viper has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
- Infernal Venom: A creature poisoned by the Fiendish Viper must succeed on a DC 14 Constitution saving throw at the start of each of its turns or take 7 (2d6) poison damage and be cursed. This curse lasts until removed by the remove curse spell or similar magic. While cursed, the creature has disadvantage on all saving throws.
Actions
- Multiattack: The Fiendish Viper makes two bite attacks.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or become poisoned.
Tactics
- Ambush Predator: The Fiendish Viper uses its natural stealth to lay in wait, often hidden in dark corners or within cursed environments. It will strike swiftly and retreat, using its climbing and swimming abilities to outmaneuver opponents.
- Toxic Hit-and-Run: After delivering a venomous bite, the viper will retreat to a safe distance, allowing its poison and curse to weaken the target before striking again. It avoids prolonged confrontations, preferring to wear down its prey over time.
- Pack Hunter: Fiendish Vipers are often found in small groups, coordinating their attacks to overwhelm stronger foes. They strike from multiple angles, forcing their enemies into a defensive position.
Unique Actions
- Infernal Coil (Recharge 5–6): The Fiendish Viper can constrict a creature of Large size or smaller within 10 feet. The target must succeed on a DC 14 Strength saving throw or become grappled (escape DC 14). While grappled, the target takes 14 (3d6 + 4) bludgeoning damage at the start of each of its turns. The Fiendish Viper can’t constrict another target while grappling.
- Venomous Gaze: The Fiendish Viper can focus its malevolent gaze on a creature it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be paralyzed with fear for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description:
The Fiendish Viper is a serpent of unnatural origin, twisted by dark energies. Its scales shimmer with a sinister glow, and its venom carries a potent curse that weakens even the strongest of warriors. Found in corrupted environments, these vipers are relentless predators, striking from the shadows with lethal precision. Whether driven by instinct or the malevolent will of a dark power, the Fiendish Viper is a deadly foe that leaves its victims cursed and broken.
This version accurately represents the Fiendish Viper as a neutral evil fiendish creature, without direct ties to demons or devils.
These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. 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.
Fiendish Snake, Small Viper | Fiendish Snake, Medium Viper | Fiendish Snake, Large Viper | Fiendish Snake, Huge Viper | |
Size/Type | Small magical beast (Extraplanar) | Medium magical beast (Extraplanar) | Large magical beast (Extraplanar) | Huge magical beast (Extraplanar) |
Hit Dice | 1d8 (4 hp) | 2d8 (9 hp) | 3d8 (13 hp) | 6d8+6 (33 hp) |
Initiative | +3 +7 | +3 +7 | +7 | +6 |
Speed | 20 ft. (4 squares), Climb 20 ft., Swim 20 ft. | 20 ft. (4 squares), Climb 20 ft., Swim 20 ft. | 20 ft. (4 squares), Climb 20 ft., Swim 20 ft. | 20 ft. (4 squares), Climb 20 ft., Swim 20 ft. |
Armor Class | 17 (+1 size, +3 Dexterity, +3 natural),, touch 14, flat-footed 14 | 16 (+3 Dexterity, +3 natural),, touch 13, flat-footed 13 | 15 (–1 size, +3 Dexterity, +3 natural),, touch 12, flat-footed 12 | 15 (–2 size, +2 Dexterity, +5 natural),, touch 10, flat-footed 15 |
Base Attack/Grapple | +0/–6 | +1/+0 | +2/+6 | +4/+15 |
Attack | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
Full Attack | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
Space/Reach | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. |
Special Attacks | Poison, Smite Good 1/day | Poison | Poison | Poison |
Special Qualities | Scent, Darkvision 60 ft., Resistance to cold, and fire 5, Spell Resistance 6 | Scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 7 | Scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 8 | Scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic |
Saves | Fort +2, Ref +5, Will +1 | Fort +3, Ref +6, Will +1 | Fort +3, Ref +6, Will +2 | Fort +6, Ref +7, Will +3 |
Abilities | Strength 6, Dexterity 17, Constitution 11, Intelligence 3, Wisdom 12, Charisma 2 | Strength 8, Dexterity 17, Constitution 11, Intelligence 3, Wisdom 12, Charisma 2 | Strength 10, Dexterity 17, Constitution 11, Intelligence 3, Wisdom 12, Charisma 2 | Strength 16, Dexterity 15, Constitution 13, Intelligence 3, Wisdom 12, Charisma 2 |
Skills | Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6 | Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 | Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 | Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11 |
Feats | Improved Initiative, Weapon FinesseB | Improved Initiative, Weapon FinesseB | Improved Initiative, Weapon Finesse | Improved Initiative, Run, Weapon Focus (bite) |
Environment | Temperate marshes in an evil-aligned plane | Temperate marshes in an evil-aligned plane | Temperate marshes in an evil-aligned plane | Temperate marshes in an evil-aligned plane |
Organization | Solitary | Solitary | Solitary | Solitary |
Challenge Rating | 1/2 | 1 | 2 | 4 |
Treasure | None | None | None | None |
Alignment | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) |
Advancement | — | — | — | 7–18 HD (Huge) |
Level Adjustment | — | — | — | — |
COMBAT
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Constitution. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Consitution-based.
Size | Fort DC |
Small | 10 |
Medium | 11 |
Large | 11 |
Huge | 14 |
Notes
- These monsters are Vipers with the Fiendish Creature template added to them.
- Fiendish Snake, Small Viper can be summoned using the spell Summon Monster I.