SNAKE

Boalisk, Constrictor, Fire Snake, Flame Snake, Giant Snake,
Iron Cobra, Jaculi, Poisonous Snake, Water Cobra.

Snakes of all sorts inhabit regions from the cold-temperate to tropical.
Larger sorts (constrictors) are usually found only in subtropical climes.

The snake is the sacred animal of Hastsezini, Snake-Man, Quetzalcoatl, Tuoni, and Kali.











Constrictor

FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest])
FREQUENCY: Uncommon ([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest])
FREQUENCY: Uncommon ([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY: Uncommon ([Tropical Freshwater Surface])
FREQUENCY: Uncommon ([Dungeon Level III])
<check 152 around snake for missing entries>

NO. APPEARING: 1-2
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 3+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1-3 (bite/coil)
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (15' long)
LEVEL/X.P. VALUE: III | 85 + 4

These snakes typically lay in WAIT for prey,
preferring wooded areas || swamps.
They attack by bite and coiling to constrict.

Constriction: A successful coiling attack indicates automatic constriction damage each round thereafter.
Any creature of humanoid sort <1> can escape from coiling attack by STR.
This is indicated by a roll to open doors, penalized by +1 to the roll.
(cf., "Giant Constrictor.")

<fn1: 'humanoid sort' [sic]>
 



 
 

Poisonous Snake

FREQUENCY: Uncommon (Snakes of all sorts inhabit regions from the cold-temperate to tropical.)

FREQUENCY: Uncommon ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest])
FREQUENCY: Uncommon ([Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])

FREQUENCY: Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])

FREQUENCY: Uncommon ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate Civilized Plains], [Temperate Civilized Desert])

FREQUENCY: Uncommon ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate Wilderness Plains], [Temperate Wilderness Desert])

FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest])
FREQUENCY: Uncommon ([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Forest], [Tropical Wilderness Swamp])
FREQUENCY: Uncommon ([Tropical Wilderness Plains], [Tropical Wilderness Desert])
<missing entry for Tropical Wilderness Hills>

FREQUENCY: Common ([Dungeon Level V])

NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 15"
HIT DICE: 2+1 ~ 16
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (5' long)
LEVEL/X.P. VALUE: V | 255 + 3

SAVES: 13.14.15.16.16

The varieties of poisonous snakes are many. <note viper?>

Actual length,
{color},
habitat,
etc.,
are variable.

Poison: Use the table below to determine {strength} && effect of poison.
 
 
Die Roll Modifier to Save vs. Poison Results of Failure to Save
1-4 +3 Sickness + incapacitation, 2-8 days
5-8 +2 Death
9-11 +1 2-8 points of damage
12-14 +/-0 3-12 points of damage
15-17 -1 Sickness + incapacitation, 1-4 days
18-19 -2 Sickness + incapacitation, 2-12 days
20 -3 Death

<
MILD: During the period of affliction the character is unable to perform strenuous activities and must REST.
    Some treatment must be determined by the DM to allow a shortening of the period of illness. <tea(unofficial)>
    A normal period is 1-3 weeks.

SEVERE: A severe malady will lower the character's HP to 50% of normal
    and make him or her totally disabled for 1-2 weeks,
    plus a further 1-2 weeks of time during which the malady is in the mild state as the character recovers.
>

Vipers: AC 7; MV 6“; HD 1/2; hp 3 each;
#AT 1; D 1 + poison, save at +2
THACO 20n1
XP 33 each
(A1-4.66)

<d>