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Summoned Creature: CobraA 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)

XP 400
N Small Divine / Unholy Animal (Reptilian, [holy/shadow])
Init +3; Senses [darkvision +60 ft./darkvision 120 ft. and see in darkness] low-light vision, scent; Perception +1

DEFENSE

AC 16, touch 14, flat-footed 13 (+3 dex, +2 natural, +1 size)
hp 11 [19] (2d8+3)
Fort +3, Ref +7, Will +2
Resist Water 5 [holy 5/shadow 5]
Weakness Ice [shadow/holy]

OFFENSE

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

STATISTICS

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*
*Bonus Feat
Skills +10 Perception, +11 Stealth, +14 Acrobatics, +13 Swim, +12 Climb
Racial Modifier +4 Perception, +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES

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.

Poison (Ex)

Bite – injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.