🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Blue Viper (Level 20)Creature 20


UniqueNESmallHumanoidRatfolk
Source Pathfinder #168: King of the Mountain
Perception +33 (low-light vision)
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +35, Athletics +29, Deception +28, Diplomacy +26, Stealth +35, Thievery +33
Str +3, Dex +7, Con +4, Int +5, Wis +3, Cha +2

AC 44; Fort +30; Reflex +36; Will +33; +3 status to all saves vs. transmutation
HP 366
Speed 25 feet
Immunities poison

Shortsword One Action +38 (+34, +30) to hit (agile, finesse, magical, versatile s) 4d6+11 Piercing
Major Acid Flask One Action +38 (+33, +28) to hit (acid, alchemical, bomb, consumable, range increment 20, splash) 1 Acid
Major Tanglefoot Bag One Action +38 (+33, +28) to hit (alchemical, bomb, consumable, fire, range increment 20, splash) 0 Bludgeoning
Major Bottled Lightning One Action +38 (+33, +28) to hit (alchemical, bomb, consumable, electricity, range increment 20, splash) 4d6 Electricity
Major Frost Vial One Action +38 (+33, +28) to hit (alchemical, bomb, cold, consumable, range increment 20, splash) 4d6 Cold
Major Thunderstone One Action +38 (+33, +28) to hit (alchemical, bomb, consumable, range increment 20, sonic, splash) 4d4 Sonic

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:

3 Acid Flask (Major)

5 Black Lotus Extract

3 Bottled Lightning (Major)

4 Elixir of Life (True)

3 Frost Vial (Major)

2 Mindfog Mist

3 Oblivion Essence

3 Tanglefoot Bag (Major)

5 Tears of Death

2 Thunderstone (Major)

These items last for 24 hours, or until the next time Blue Viper makes his daily preparations.

+3 status to all saves vs. transmutationPoisoned 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.

Plum Rain Deluge Three Actions (transmutation)

Frequency once per round


Effect Blue Viper accelerates the flow of time so his poisons run their course faster. He Interacts to draw a contact poison and throws it in the air, where it showers down in a 20-foot burst within 60 feet. All creatures in the burst are automatically exposed to the poison, bypassing any onset time, and each creature must attempt a saving throw against that poison. If a creature fails, the duration of any beneficial spells or effects affecting the creature are reduced by 3 rounds (or by 6 rounds on a critical failure).

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 47.

Quick Application One Action

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

Quick Bomber One Action

Blue Viper Interacts to draw a bomb, then Strikes with it.

Toxic Escape Two Actions

Blue Viper Interacts to draw an inhaled poison, deploys the poison in a smoke cloud that provides concealment in a 5-foot emanation, then Sneaks up to his Speed. He is not exposed to the inhaled poison.



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.