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.
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]>
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>