Snake, Glacier (CR 2)

Medium Animal
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, Listen +9, and Spot +9


AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 2d8+6 (15 hp)
Fort +6, Ref +6, Will +1
Speed: 20 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +0
Attack: Bite +4 melee
Full Attack: Bite +4 melee and sting +2 melee
Damage: Bite 1d6+3, sting 1d6+1
Special Attacks/Actions: -
Abilities: Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 2
Special Qualities: Fast healing 1
Feats: Alertness; Multiattack; Weapon Finesse
Skills: Balance +11, Climb +11, Hide +8, Listen +9, and Spot +9
Advancement: 3 HD (Medium); 4-6 HD (Large)
Climate/Terrain: Cold mountains
Organization: Solitary
Treasure: None

Source: Serpent Kingdoms

Combat

A glacier snake has no venom, but its tail ends in a bone stinger that it uses to stab enemies in combat. When wounded, it depends on its fast healing ability to remain alive. Many adventurers have been surprised to see its blood escaping as steam from a wound.

Skills: A snake has a +4 racial bonus on Hide, Listen, and Spot cheeks 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. A snake uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher.