This large snake has a thick, muscular body and dull gray scales decorated with dirty stripes.
As a summoned, template, creature, this creature has several changes. Anything noted with  is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
Albino Snake (CR 2)
AC 16, touch 13, flat-footed 13 (+3 dex, +3 natural)
hp 22  (3d10+6)
Fort +4, Ref +6, Will +2
Resist Water 5 [holy 5/shadow 5]
Weakness Ice [shadow/holy]
Speed 20 ft. [30 ft], climb 20 ft. [30 ft], swim 20 ft. [30 ft]
Melee Bite +6 (1d6+2 [+1d4 holy/shadow] plus poison and grab)
Special Attacks Blood Drain, Constrict (1d6+2), Critical Attack
Str 14, Dex 17, Con 12, Int 1, Wis 13, Cha 2
Base Atk +3; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
Feats Toughness, Weapon Finesse
Skills Acrobatics +15, Climb +13, Perception +11, Stealth +17, Swim +15; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
Blood Drain (Su)
2/day, an albino snake can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 12) or take 1d8 points of shadow damage and the snake is healed for that much. Blue mages may learn this ability as a 1st level spell (DC 17).
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the albino snake can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+2 x 1.5 for total damage.
Bite – injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.