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
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.
Copper asps avoid melee combat whenever possible, preferring to stay in the shadows and spitting at any opponent that draws too close.