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White Cobraby Jamie Baty
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armour Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +3 melee (1d4 + poison)
Full Attack: Bite +3 melee (1d4 + poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 11, Cha 2
Skills: Balance +10, Climb +10, Hide +6, Listen +6, Spot +7, Swim +10
Feats: Weapon Finesse
Environment: Warm deserts, plains, forests
Organisation: Solitary, Pair, or Nest (5-20)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -
A rare subspecies of cobra, the white cobra is only known to exist in the Hollow World nation of Shahjapur. They have milky white bodies and fierce red eyes. Like all cobras they flair their hoods in an attempt to warn others to leave them be. They are roughly 7ft long.
The most famous nest of white cobras is under a 75ft mangrove tree near the bank of the Monbobo River in Dharsatra. They were bound to the tree by the will of Ilsundal when he turned Jautama into a serpent-like tree spirit as punishment for blasphemy. Many locals, however, revere the tree spirit and its white cobras as symbols of eternal life and not as a warning of an immortal's anger.
White cobras are nervous and easily frightened, making them reluctant combatants a best. Usually, a white cobra will attack once and retreat to its lair as quickly as possible. If cornered, they will fight to the death.
Poison (Ex): A white cobra has a poisonous bite that deals initial damage of 1d6 Con and secondary damage of 2d6 Con if the victim fails a DC 12 fortitude save. The save DC is constitution-based.
Scent (Ex): This special quality allows a white cobra to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: White cobras receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb checks. A white cobra can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A white cobra 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.