Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links

Snake; Rock Rattler

by Jamie Baty

DMR2 97
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares), climb 15 ft. (3 squares), swim 15 ft. (3 squares)
Armour Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0 /-12
Attack: Bite +6 melee (1d2 -4)
Full Attack: Bite +6 melee (1d2 -4)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 3, Dex 18, Con 12, Int 1, Wis 12, Cha 2
Skills: Balance +12, Climb +13, Hide +16, Listen +6, Spot +6, Swim +13
Feats: Weapon Finesse
Environment: Any mountains
Organisation: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -

This 2ft long grey coloured snake is found only in the mountains. It typically ambushes its prey by hiding amid the rocks and crags of the mountainside. Because of this they can be dangerous to those passing through mountainous areas.

Rock rattlers normally are non-aggressive to anything man-sized or larger, although they are foul-tempered if disturbed or startled. If disturbed while hunting or in its lair, a rock rattler will snap at the trespasser regardless of size.

Poison (Ex): A rock rattler has a poisonous bite that deals initial and secondary damage of 1d4 Con if the victim fails a DC 12 fortitude save. The save DC is constitution-based.

Scent (Ex): This special quality allows a rock rattler to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Rock rattlers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A rock rattler can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A rock rattler has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.