Viper, Diamondback (CR 1)
Alignment: Usually chaotic neutral
Initiative: +5 (Dex); Senses: scent, darkvision 60 ft., Listen +4, and Spot +4
Languages: rarely speak but understand Common, Draconic, and Terran
AC: 21 (+2 size, +5 Dex, +4 natural), touch 17, flat-footed 16
Hit Dice: 1/2d8 (2 hp)
Fort +0, Ref +5, Will +2
Speed: 5 ft., fly 20 ft. (clumsy)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: 3 bites +7 melee and poison, tail slap +5 melee
Full Attack: 3 bites +7 melee and poison, tail slap +5 melee
Damage: Bite 1d4-4, tail slap 1d6- 4
Special Attacks/Actions: Poison
Abilities: Str 3, Dex 20, Con 10, Int 15, Wis 11, Cha 12
Special Qualities: jet
Feats: Weapon Finesse (bite, tail); Multiattack
Skills: Bluff +5, Disguise +5, Hide +17, Listen +4, Move Silently +9, Spot +4, Survival +2, and Tumble +9
Advancement: 1-2 HD (Tiny)
Climate/Terrain: Any underground
Treasure: Double standard (gems only)
The diamondback viper lies curled in its shell, waiting for a curious or greedy creature to pick it up so that it can attack with surprise. Its strike is lightning quick, delivering a hallucinogenic poison that quickly saps a target's resistance. Victims of the poison enter a catatonic state, staring raptly into its gemlike shell as the creature consumes their body fluids at its leisure.
Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Charisma.
Jet (Ex): Once per round, an airborne diamondback can jet backward as a double move action, at a speed of 80 feet.