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Blue Viper (Level 14)Creature 14


UniqueNESmallHumanoidRatfolk
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 One Action +27 (+23, +19) to hit (agile, finesse, magical, versatile s) 2d6+6 Piercing
Greater Acid Flask One Action +29 (+24, +19) to hit (acid, alchemical, bomb, consumable, range increment 20, splash) 1 Acid
Greater Alchemist's Fire One Action +29 (+24, +19) to hit (alchemical, bomb, consumable, fire, range increment 20, splash) 3d8 Fire
Greater Bottled Lightning One Action +29 (+24, +19) to hit (alchemical, bomb, consumable, electricity, range increment 20, splash) 3d6 Electricity
Greater Frost Vial One Action +29 (+24, +19) to hit (alchemical, bomb, cold, consumable, range increment 20, splash) 3d6 Cold

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 Items

Blue 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 Reaction

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 Poisoner

When 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 One Action

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 Poisoner

Blue Viper's infused poisons have a DC of 34.

Quick Application One Action

Blue Viper Interacts to draw an injury poison and applies it to a weapon he is holding.



Traits

Unique

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Ratfolk

A creature with this trait is a member of the ratfolk ancestry.