Snake, Spitting Cobra (CR 2)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: scent, Listen +9, and Spot +9
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +3, Ref +6, Will +1
Speed: 20 ft., climb 20 ft., swim 20 ft.
Space: 5 ft. (coiled)/5 ft.
Base Attack +1; Grapple +0
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d4-1 and poison
Special Attacks/Actions: Poison
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Feats: Improved Initiative; Weapon Finesse
Skills: Balance +11, Climb +11, Listen +9, Ride +12, and Spot +9
Climate/Terrain: Temperate and warm land, aquatic and underground
Spitting cobras are identical to vipers except that they can spit their poison in a line up to 10' long. Opponents must make a Reflex save (DC 11) to avoid the venom or be blinded for 2-12 hours. Opponents who are blinded must make a Fortitude save (same DC) or take initial and secondary damage of 1d6 points of temporary Constitution damage.
A spitting cobra may spit and bite in the same round, or it may spit twice in one round. Once it has used both its spitting attacks, it must wait 1d4 rounds before it can spit again.
Improved Initiative: +4 on Initiative checks