Blue Viper (Level 14)Creature 14
Source Pathfinder #166: Despair on Danger Island
Perception +28 (low-light vision)
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +27, Athletics +16, Deception +23, Diplomacy +21, Stealth +27, Thievery +25
Str +0, Dex +5, Con +5, Int +5, Wis +2, Cha +1
AC 34; Fort +27; Reflex +28; Will +22;
HP 260
Speed 25 feet
Shortsword

Greater Acid Flask

Greater Alchemist's Fire

Greater Bottled Lightning

Greater Frost Vial

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.
Infused ItemsBlue Viper carries the following infused items: 2 Acid Flask (Greater), 4 Alchemist's Fire (Greater), 6 Blightburn Resin, 4 Bottled Lightning (Greater), 3 Deathcap Powder, 4 Elixir of Life (Greater), 2 Frost Vial (Greater), 3 Malyass Root Paste, 9 Purple Worm Venom, 6 Shadow Essence, and 3 Spider Root. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations.
Poisoned Coat
Trigger A creature adjacent to Blue Viper hits him with a melee unarmed Strike.
Effect The triggering creature is exposed to Dragon Bile. This consumes the poison, and Blue Viper can't use Poisoned Coat again until he spends 10 minutes applying one dose of contact or injury poison to his clothing.
Pinpoint PoisonerWhen Blue Viper successfully Strikes a Flat-Footed creature with a poisoned weapon or exposes a flat-footed creature to an inhaled poison, the creature takes a -2 circumstance penalty to its initial save against that poison.
Poison Spray
Requirements Blue Viper is holding a contact or injury poison.
Effect Blue Viper swigs the poison and sprays it out of his mouth, affecting a 15-foot cone. Blue Viper isn't exposed to the poison. All creatures in the cone are immediately exposed to the poison and each creature must attempt a Fortitude save against the poison.
Potent PoisonerBlue Viper's infused poisons have a DC of 34.
Quick Application
Blue Viper Interacts to draw an injury poison and applies it to a weapon he is holding.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
RatfolkA creature with this trait is a member of the ratfolk ancestry.