Copper Asp (CR 1/2)
Alignment: Any (same as creator)
Initiative: +3 (Dex); Senses: Scent, Listen +5, and Spot +6
AC: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Hit Dice: 1d10 (5 hp)
Fort +0, Ref +3, Will +1
Speed: 15 ft., climb 15 ft.
Space: 2-1/2 ft./0 ft.
Base Attack +0; Grapple -10
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d3-2
Special Attacks/Actions: Poison spray
Abilities: Str 6, Dex 17, Con -, Int 6, Wis 12, Cha 4
Special Qualities: Construct traits, familiar traits, scent
Feats: Weapon Finesse
Skills: Balance +12, Climb +12, Hide +16, Listen +5, and Spot +6
Copper asps avoid melee combat whenever possible, preferring to stay in the shadows and spitting at any opponent that draws too close.
Poison Spray (Ex): Up to three times per day the copper asp may spit poison with a 10-foot range (+5 ranged touch). If struck, the target is subject to the asp's contact poison. Fortitude DC 10, initial and secondary damage of 1d4 Con. The save DC is Constitution-based.
Skills: Copper asps have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A copper asp can always choose to take 10 on a Climb check, even if rushed or threatened. Copper asps use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.