Flame Snake, Lesser (CR 7)
Medium Magical Beast (Fire)
Alignment: Usually evil (any)
Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +4
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Hit Dice: 8d10+16 (60 hp)
Fort +8, Ref +10, Will +4
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft. (coiled)
Base Attack +8; Grapple +10
Attack: Bite +13 melee, or magma spit +12 ranged touch
Full Attack: Bite +13 melee and tail spike +9 melee, or magma spit +12 ranged touch
Damage: Bite 1d8+2 and 2d6 fire plus poison, tail spike 1d6+1 plus 2d6 fire, magma spit 2d6 fire
Special Attacks/Actions: Constrict 2d6+3 plus 2d6 fire, fiery poison, heat, magma spit
Abilities: Str 15, Dex 18, Con 15, Int 8, Wis 14, Cha 13
Special Qualities: fast healing 3, fire subtype, uncanny dodge
Feats: Multiattack; Weapon Finesse; Weapon Focus (bite)
Skills: Climb +10, Hide +7, Listen +5, Move Silently +7, and Spot +4
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary pair, or clutch (4-7)
Treasure: Standard coins, 50% goods
All three species of flame snake use similar tactics in battle. They prefer to bite their opponents and then allow their venom to run its course. The smaller, less intelligent flame snakes repeat this tactic until their opponents are brought down; the more intelligent varieties have other abilities at their disposal. The flame snake's fiery venom is one of its most feared weapons. The fierce, burning agony the toxin causes sometimes drops would-be intruders even after they have attempted to flee from the burning creatures.
All flame snakes have some abilities in common.
Heat (Ex): A flame snake generates so much heat that its mere touch deals additional fire damage. This damage varies by subrace.
Fire Subtype (Ex): A flame snake is immune to fire damage. It takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Scent (Ex): A flame snake can detect approaching enemies, sniff our hidden foes, and track by sense of smell.
Skills: Flame snakes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Lesser flame snakes revel in the burning of their foes, so they use their magma spit at every opportunity. In groups, they use fairly sophisticated tactics chat include forming crude ranks of melee combatants, behind which more flame snakes launch their globs of fiery spittle. They usually use their constrict ability only between spit attacks.
Constrict (Ex): With a successful grapple check, lesser flame snake can constrict a grabbed opponent, dealing 2d6+3 points of bludgeoning damage and 2d6 points of fire damage.
Fiery Poison (Ex): A lesser flame snake delivers its poison (Fort DC 16 negates) with each successful bite attack. Initial and secondary damage are the same (1d4 Str.)In addition, if the save fails, the lesser flame snake's poison burns its victim from the inside as it courses through the opponent's body. Each round the poison remains in victim's blood stream (maximum 10 rounds), it deals 2 points of fire damage (no save). This includes the round in which the victim was bitten.
Magma Spit (Su): Every 1d4 rounds, a lesser flame snake can launch a sticky glob of fiery spittle at an opponent within 30 feet (no range increment). A successful ranged touch attack is required to hit. If struck, a target takes 3d6 points of fire damage and must make a Reflex save (DC 16) or catch on fire.
Fast Healing (Ex): A lesser flame regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a lesser flame snake to regrow or reattach lost body parts.
Uncanny Dodge (Ex): A lesser flame snake retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.