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.
- 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.