Abrakarn Viper
This massive, three-headed clockwork snake is crafted of brass and strange, dark alloys.
Abrakarn Viper (CR 13)
Huge Construct (Chaotic, Evil)Alignment: Chaotic Evil
Initiative: +3
Senses: Darkvision 120 feet, Low-Light Vision; Perception +4
Speed: 40 feet
Space: 15 feet
Defense
Armor Class: 30, touch 11, flat-footed 27 (+3 Dex, +19 natural, -2 size)Hit Points: 139 (18d10+40)
Saving Throws: Fort +6, Ref +9, Will +10
Damage Reduction: 10/-
Immunity: construct traits
Energy Resistance: acid 10, cold 10, electricity 10, fire 10
Spell Resistance: 24
Offense
Melee: 3 bites +25 (2d8+9 plus poison)Reach: 15 feet
Special Attacks: confusing critical, poison
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
28 (+9) | 17 (+3) | - | - | 19 (+4) | 1 (-5) |
CMB +29
CMD 42 (can't be tripped)
Feats:
Skills:
Languages:
Special Qualities: demon-souled, find master, guard, shield other
Special Abilities
Confusing Critical (Sp)
If an abrakarn viper confirms a critical hit against an opponent with its bite attack, the opponent must succeed at a DC 23 Will save or be confused for 1 round (as lesser confusion). The save DC is Charisma-based and includes a +9 racial bonus.Demon-Souled (Ex)
Bound demonic life force animates the viper, giving it the chaotic and evil subtypes.Find Master (Su)
As long as an abrakarn viper and its diadem are on the same plane, the viper can unerringly find the diadem's wearer (or just the diadem, if it is removed).Guard (Ex)
If so ordered, an abrakarn viper defends the wearer of the diadem. All attacks against the diadem's wearer take a -2 penalty when the wearer is within the viper's melee reach.Poison (Ex)
An abrakarn viper's bite injects poison from a hidden reservoir within its body. The creator must refill this reservoir manually. The reservoir holds enough poison for three successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically drow poison).Drow Poison
- Delivery: Bite-injury
- Fortitude Save: 13
- Frequency: 1/minute for 2 minutes
- Initial Effect: unconscious 1 minute
- Secondary Effect: unconscious 2d4 hours
- Saves: 1 save
Shield Other (Sp)
The wearer of an abrakarn viper's diadem can activate this ability as a standard action when within 100 feet of the viper. This ability transfers half the damage that would be dealt to the diadem's wearer to the viper (this ability does not provide the bonuses to AC or on saving throws granted by the spell of the same name). Damage transferred in this way bypasses any defensive abilities the viper possesses (such as immunity or damage reduction).Ecology
Environment: Any LandOrganization: solitary or pair
Treasure: none
Demonic spirits imbue this serpentine construct with the unnatural power to protect anyone who wears its diadem of control.
Construction
An abrakarn viper's body and its diadem of control are built from 5,000 pounds of magically treated brass and rare metals costing 10,000 gp in total.
ABRAKARN VIPER
CL 8th; Price 150,000 gp
Construction
Requirements Craft Construct, animate object, confusion, geas/quest, shield other; Skill Craft (armor), Craft (blacksmithing), or Craft (weapons) DC 21; Cost 80,000 gp
Comments