Bestiary · Beast

PR 1/8

Snake

Snakes turn up in cargo, in ducting and under anything left on the ground overnight. Colonial medical kits carry antivenom as standard for that reason.

Snake, drawn at Tiny scale
Physiology
Beast
Size
Tiny
Speed
25 ft., swim 25 ft.
Armor class
13
Hit points
15 (6d4)
Proficiency
+2
  • STR 3 -4 save -4
  • DEX 14 +2 save +2
  • CON 11 +0 save +0
  • INT 1 -5 save -5
  • WIS 10 +0 save +0
  • CHA 3 -4 save -4
Skills
Stealth +4
Passive Perception
10
Senses
blindsight 10 ft.
Languages
None
Found in
Terran (Verdant) , Derelict Hull

Traits

  • Stealthy

    Has advantage on Dexterity (Stealth) checks made while it has not moved since the end of its last turn.

Actions

  • Bite

    +4 to hit · reach 5 ft.

    1d4 + 2 piercing damage

    A bite from its fangs.

  • Venom

    DC 10 Constitution save

    A creature bitten this turn takes 2d6 poison damage on a failed save, or half as much on a success.

  • Strike the Hand Reaction

    When a creature moves into or reaches into the snake's space without having spotted it, the snake makes one Bite attack with advantage and may immediately use Venom.