A common reptilian hunting along just about anywhere warm enough to sustain their cold blood. Many scientists believe that they are actually snakes that mutated to answer to a growth in predator competitiveness among the ancient deserts. Many desert dwellers nicknamed it “Asp” for the sound they make when they feel threatened.
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.
Cobra (CR 1)
AC 16, touch 14, flat-footed 13 (+3 dex, +2 natural, +1 size)
hp 11  (2d8+3)
Fort +3, Ref +7, 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 +4 (1d6 [+1 holy/shadow] plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Hit
Str 10, Dex 17, Con 10, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 14 (Cannot be tripped)
Feats Weapon Finesse, Toughness*
Skills +10 Perception, +11 Stealth, +14 Acrobatics, +13 Swim, +12 Climb
Racial Modifier +4 Perception, +4 Stealth, +8 Acrobatics
Critical Attack (Ex)
Once per day as a standard action, the cobra can inflict more pain than normal. If they succeed at hitting with its bite attack, the damage is 1d6 x 1.5 for total damage.
Bite – injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.