Seps, Juvenile

This venomous snake is heavily armored and has unusually large fangs.
 

Seps, Juvenile (CR 2)

Medium Magical Beast
Alignment: Neutral
Initiative: +5
Senses: Darkvision 60 feet, Low-Light Vision, Scent; Perception +9
  Speed: 20 feet
Space: 5 feet
 

Defense

Armor Class: 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
Hit Points: 22 (3d10+6)
Saving Throws: Fort +5, Ref +4, Will +2
 

Offense

Melee: bite +4 (1d6-1 plus poison)
Reach: 5 feet
  Special Attacks: acid blood (2d6, DC 13; see seps), poison
 

Statistics

StrDexConIntWisCha
8 (-1) 13 (+1) 14 (+2) 1 (-5) 13 (+1) 6 (-2)
Base Attack Bonus: +3
CMB +2
CMD 13 (can't be tripped)
  Feats: Improved Initiative, Weapon Finesse
  Skills: Perception +9, Stealth +10 Languages:
  Special Qualities: liquefaction (see seps)

 

Special Abilities

Poison (Ex)

Bite-injury; save Fort DC 13; frequency 1/round for 10 rounds; effect 1d4 acid and 1d2 Con damage; cure 2 consecutive saves.
 

Ecology

Environment: Temperate or Warm Deserts or Forests
Organization: solitary or nest (2-5)
Treasure: incidental (acid-proof items)

  Sepses are born live. A hatchling soon grows up to 7 feet long and weighs 10 pounds.

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