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Awakened Ball PythonCreature 1

Source Pathfinder Society Scenario #2-00: The King in Thorns
Perception +6 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Mwangi
Skills Acrobatics +6, Athletics +6, Nature +4, Stealth +6, Survival +4
Str +3, Dex +3, Con +3, Int +0, Wis +1, Cha -2

AC 16; Fort +8; Reflex +10; Will +4;
HP 20
Speed 20 feet (climb 20 feet, swim 20 feet)

Jaws One Action +8 (+3, -2) to hit 1d8+3 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Tighten Coils Reaction

Trigger A creature Grabbed or Restrained by the ball python attempts to Escape.

Effect The DC of the Escape check is increased by 2.

Constrict One Action

1d8 bludgeoning damage, DC 17 basic fortitude save

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Wrap in Coils One Action

Requirements A Medium or smaller creature is Grabbed or Restrained in the ball python's jaws.

Effect The ball python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The ball python's coils can hold one creature.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

This nonvenomous snake's name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of coiling around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists sometimes keep ball pythons as pets.

Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.