Sharper Than a Serpent's
Tooth
Adding variety to snakes
in AD&D® gaming
by Ray Hamel and
David Hage
Snake Biology | - | - | - | - |
- | - | - | - | - |
As long ago as the Garden of Eden, the
snake has been a representative of fear
&& evil.
With its silent means of locomotion,
its quiet and mysterious living habits,
and its lethal means of defense, the snake
is one of the most highly feared creatures
in nature.
Enlarged to the proportions of the giant
snakes encountered in an AD&D®
game
adventure, even the bravest of fighters
is
likely to be petrified at the sight of
one of
these reptiles. Unfortunately, the number
of snakes
listed in the MM is
rather limited, and the variety given
does
not adequately represent the variety nature
has provided in the different types of
snakes and the various threats that snakes
pose.
Basically, dangerous
<journeys> snakes can be divided
into two large groups -- the nonpoisonous
(or constrictors, if you will) and
the poisonous. While there are a large
number of snakes under either category,
we have selected six constrictors and
five
poisonous snakes of various capabilities
in
an attempt to cover the spectrum without
writing a book-length treatise on the
subject.
Because many of the constrictors act
and kill in the same manner, invention
has
been used in that area adapting several
of
the constrictors from ancient African
legends -- even a little reshaping of
Kaa,
the python from Kipling's The Jungle
Book. The poisonous snakes
are pretty
much the way you would find them in
mundane nature.
We've even managed to throw in a little
insight on the sea snake and the spitting
snake, which are listed under their own
headings in the MM. Those
who are inclined to invent some additional
snakes of their own, we have included
a
bibliography of some of the finer books
we encountered in our research. If you
have difficulty finding them, any good
college library will provide a herpetology
textbook with information on snake biology,
and any gooddoog Nature encyclopedia
provides pictures and descriptions of the various snakes of the world.
The body of snake is not slimy as
many think it is; it is covered with
dry scales. The scales on the belly of
the
snake are like large individual plates.
Larger
scales form a shield about the head of
the
snake. The skin of the snake is shed about
three times a year, as the snake grows
larger. A similar rejuvenation occurs
with the fangs of the snake, which are
replaced
every three weeks as they tend to wear
out
rapidly. These worn-out fangs are then
swallowed.
An observant hunter could
find the remains of these in the feces
<shit>
of the snake.
The powerful belly muscles of the
snakes are used for locomotion. Most
snakes' primary means of travel is by
rectilinear locomotion, also known
as "caterpillar locomotion." This form
of locomotion involves the advance of
the
body in a straight line, moving belly
plate
by belly plate. This type of movement
is
usually associated with the inchworm,
although the humping of the body is not
as prominent with the snake.
On smooth || flat surfaces, snakes move
either by sidewinding locomotion or telescopic
locomotion, Sidewinding locomotion
involves swinging the body into an
S-shape, so that the belly plates act
like
treads on a bulldozer, pulling the snake
along. Telescopic locomotion involves
movement by extending the entire front
half of the body, and then drawing up
the
rear.
The tongue is the primary sense organ
of the snake. It not only picks up scents
but also acts as a heat sensor. Since
most
snakes cannot see beyond 3?, they use
this
sensor to locate and hunt down prey, in
light or darkness, up to 100? away. It
is
believed that a venomous snake can detect
its victim among a group because the smell
of the victim is slightly altered by the
presence of snake venom in its body.
All snakes are deaf. They lack not only
an external ear appendage but an internal
eardrum as well. Some are able to detect
extremely loud noises through the sensitive
tip of the tongue. Snakes do not have
a voice box, which is why the loudest
sound they ever make is a hiss. Of course,
this silence only makes their stealthiness
all the more effective. Since they cannot
hear, snakes perceive an approaching
creature through the vibrations in the
ground,
which can be detected through
the bones of their skulls. They are unable
to
detect movement by the motion of air
currents; birds of prey take good advantage
of this opportunity.
As a cold-blooded creature, the snake is
unable to maintain a constant body temperature.
Instead, its body temperature
changes as the external environment changes.
Therefore, the
snake can live in a limited range of temperatures
-- usu. 40-100<degrees> F. If a snake
is
subjected to a temperature greater than
this, <>
it overheats and dies. Temperatures lower
than
40<degrees> F cause the snake to become
sluggish, eventually slowing down to a
deathlike state. Extreme cold eventually
leads to a snake's death. If there is
an
extreme in temperature in a snake's environment,
the snake usu. attempts to burrow underground
using the earth as
an insulator to regulate the snake's body
temperature.
Constrictors
The constrictor attacks with its fangs,
inflicting minor damage but establishing
an anchor. The snake then wraps its body
around the victim and begins to ?shape?
the victim's body for consumption, effectively
squeezing the life out of the prey in
the process.
The major damage that occurs from this
constriction comes from cracked ribs,
burst blood vessels, ruptured organs,
and
the inability to breathe. Player characters
receiving 25% of their total hit points
in
damage must make their saving throws at
-1 to prevent broken ribs. At 50% damage,
broken ribs are inevitable, and a
saving throw must be made to prevent the
bursting of major blood vessels. Burst
blood vessels cause an additional 1-6
hp
damage per round. At 75% damage, the
player character must make a saving
throw to prevent the rupturing of body
organs (spleen, lungs, etc.). Failure
produces
unconsciousness in 2-8 rounds.
The fangs of the constrictor are curved
backward into the throat. The only way
to
remove a bitten finger is to slide the
finger
farther into the snake in order to slide
the
finger off the fang. You can see how hard
it would be to try to do the same if the
snake bit a PC in the leg.
When swallowing something as large as
a human being, giant snakes can unhinge
their jaws. This can be done because of
two movable joints between each jaw and
the back of the snake's head. The two
halves of the lower jaw are also separated
by an elastic ligament allowing it some
stretching capability. Once the jaw is
unhinged,
the snake uses its throat muscles
to swallow the victim, aided by the fangs
which pull the victim into the gullet
to be
devoured.
Some specific types of constrictor snakes
follow.
FREQUENCY: Common
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 6+1
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4/2-8
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (20-40')
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE: <>
This yellow-brown
snake
is often found near water. One of the
largest of the constrictors, it has been
known to devour prey as large as leopards
or human beings.
The female of the species spends two
months out of the year guarding her nest
of eggs, and there is a 10% chance of
running across such a female. The female
attacks anyone within approaching distance
of the nest. The nest can contain 10-
100 eggs. When they hatch, the young are
about 2? in length.
Indian legend has it that a dying rock
python spits out a gem just before it
expires.
The gem is valued at 10-60 gp value.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
This reptile, colored
brownish-gray with lighter diagonal markings
to mask it when it hides in trees, coils
around a low-hanging branch waiting for
prey to pass below it. As its victim passes,
the snake springs away from the branch
and swings down in a clublike manner,
ramming the creature with its AC 3 head
for 3-10 hp damage. This attack can be
used only if the python has surprise,
and
then only in the initial round of battle.
The
ram python gains surprise on a 1-4 on
a d6
roll.
If the ramming attack is unsuccessful,
the ram python resorts to biting, as its
other relatives do.
Possibly the most familiar
of the constrictor class, the boa is pale
tan, dark brown, or black in color, with
saddlelike markings on its back. The boa
prefers dry regions.
This snake is extremely irritable, which
is attributed to the fact that 75% of
all
boas are infested with ticks on over half
of
their bodies. This makes the bite of a
boa
constrictor potentially infectious as
well
(as per giant ticks). If cornered, the
boa is
able to hiss loudly, and it attempts to
scare
off captors by doing so.
The boa constrictor probably has the
best eyesight for any snake, with a 10?
infravision range. Boas give live birth,
with
the young being 2-2½? in length.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
An extremely large snake,
African legends have the anaconda reaching
lengths of 200' with its thickness equal
to a man's height. The majority of anacondas
reach a length of slightly less than 70'
<70?>
long. Because they are so large, anacondas
have overwhelming bone-crushing ability.
Anacondas spend most of their lives
inhabiting rivers or swamps, attacking
the
birds and other wildlife on shore. There
is
a 5% chance of finding an anaconda on
shore, usually sunning itself in a tree.
As
water snakes, the larger varieties of
anaconda
may qualify as a variety of sea
snake.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
When attacking, the
ringed snake raises its head and, by staring
into the eyes of its victim, effectively
hypnotizes it into a catatonic state.
It then
constricts the paralyzed victim.
The ringed snake eats its prey legs-first,
instead of head-first as most snakes do.
Since its diet consists largely of toads
and
frogs, this manner of devouring pushes
the air out of the victim (preventing
the
formation of painful intestinal gas).
When on the defensive, the ringed snake
can feign death by total motionlessness
and a stiffening of the body, even if
picked
up. However, if it is captured, it possesses
stink glands that release a foul-smelling
odor designed gag those who do not make
their saving throws vs. poison; this effect
lasts for 2-8 (2d4) rounds. If given the
opportunity, the ringed snake can escape
by swimming, as it is an excellent swimmer.
The ringed snake has a black body with
a 1? -wide yellow-orange ring around its
neck and a yellow-orange or red belly.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
This constrictor
is covered with tiny needlelike spines
that
it uses as an aid in locomotion and in
killing constricted prey. The scales appear
normal until raised through muscle contraction
by the snake. The scales puncture
the intended victim during constriction.
The sawlike edges of the scales are doublebarbed,
and it is impossible to pull them
out of the skin without pulling out chunks
of skin as well. The scales can be removed
by the snake by a simple relaxation of
the
muscles that control them. No additional
damage is received if the removal occurs
by the action of the snake. If the scales
are
forcibly removed, the victim receives
an
additional 4-24 hp damage. If they are
carefully removed, the damage drops to
1-6 hp. If the snake is killed, the muscles
controlling the scales remain taut.
The saw-edged scaled snake is jet black
in color. Though based upon the primitive
Asian wart snake, which has individual
scales instead of the usual arrangement
of
overlapping scales, the saw-edged snake
is
found only in fantasy worlds.
Venomous snakes
In nature, one-fifth of all species of
snakes are poisonous. Since the poisonous
snake?s digestive process is so slow,
and
the victim is swallowed whole, the digestive
process must begin as soon as possible.
The venomous snake uses its venom
as saliva, beginning the digestive process
outside the snake?s body. The venom not
only kills the victim but also begins
the
breakdown of the proteins that serve as
the nutrients for the snake. The snake
lets
its victim lay for a time before relocating
and devouring it, allowing time for the
digestive process to begin.
The venom causes several symptoms in
the victim: burning pain and swelling,
followed by cold sweats, nausea and vomiting,
sleepiness, and a feeble pulse. This
can lead to difficulty in breathing as
the
breathing muscles become paralyzed, a
comatose state, and perhaps death. The
time and severity of effect varies from
snake to snake.
Except for the cobra, all poisonous
snakes listed here are immune to their
own poisons.
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 4+2
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: L (25')
SIZE: Neutral
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE: <>
The king cobra prefers the
densest of jungles near water. It is a
highly
aggressive snake known to actually pursue
humans. When attacking, the snake rears
its head 5-6? off the ground and spreads
its
ribs to form a menacing hood behind its
head. Because of the cobra?s deadly reputation,
NPCs who see the upraised cobra
must make a saving throw vs. spells (wisdom
bonuses applicable) or become paralyzed
with fright.
The cobra must strike forward and
downward when attacking. It is unable
to
strike upward. When the snake bites, it
continues to stay attached to the victim,
chewing the skin to increase the amount
of venom introduced into the victim's
bloodstream, until it is knocked away.
The
chewing causes an additional 1-2 hp damage
per round.
The bite is highly venomous, capable of
causing instant shock to the bitten victim,
with death by asphyxiation following in
15
minutes. The failure of a save
vs. Poison
indicates that the victim is immediately
rendered unable to function.
The king cobra is a black snake with
grey bands.
FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 4+2
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACK S: 3
DAMAGE/ATTACK: 1-3/1-3/1-3
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (15')
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE: <>
The jet-black mamba lifts
its head off the ground and opens its
mouth threateningly when it plans to
attack. It is astonishingly quick and
is
capable of striking three times in rapid
succession in one round. Its venom can
kill
in 20-25 minutes.
FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 4+2
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (7')
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE: <>
This snake may reach
only 7" in length, but its thickness can
be
that of the human calf. Although it attacks
humans, it is not known to devour them.
The Gaboon viper is equipped with 6-9"
fangs that sink deeply into the bitten
victim.
The viper's venom is dangerous because
it not only causes paralysis of the
breathing muscles, but it also acts as
a
hemotoxic agent that causes severe hemorrhaging,
negating the effect of any possible
antivenom. The bitten area becomes
swollen and blackening
of the skin occurs
within one hour. Death
follows in six
hours.
The Gaboon viper is colored with carpetlike
markings which camouflage it on
the jungle floor. It gains surprise
on a 1-4
on d6 roll.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
The smallest and least dangerous
of the venomous snakes, the rattlesnake
is found in dry or rocky terrains.
When surprised, it coils its head slightly
raised in an S-shape for striking. It
also
(95% of the time) vibrates the rattle
on the
tip of its tail, making a buzzing sound
that
alerts the approaching character of its
presence.
The venom of the rattlesnake affects the
nervous system, sometimes causing death
through paralyzation of the breathing
muscles. The amount of venom introduced
into the system depends a great deal on
the amount of movement made by the
bitten victim. The symptoms of the venom
last eight hours for every point of difference
between 20 and the victim?s dexterity.
At this point, a saving throw is made,
equal to the player character?s dexterity.
If
the player character has limited his movements,
then the saving throw is made at
-1. If the player character has been moving
as much as he normally would, the
saving throw is at -3. If the player character
?s movement has been restricted to
practically nil, he gets a normal saving
throw. If the saving throw is made, the
process reverses, with the same amount
of
time for recovery as the lapse covered.
If
the save is not made, the player character
dies from asphyxiation.
The rattlesnake actually has a market
value, as it is hunted for its rectangularpatterned
skin which can be used as boot
leather, and for its meat which is considered
a delicacy. Each ?pelt? would be
worth 1-4 gp to the right buyer.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
With a longitudinal ridge
on either side of its belly, the flying
snake
can glide from tree to ground (or tree
to
tree) from a height of 100?. The flying
snake is also an excellent climber.
The bite of the flying snake causes paralysis
(saving throw vs. poison at +3) but
not death. The effect of the paralysis
is
usually one hour for every point of the
difference between. 20 and the victim?s
dexterity.
The flying snake is colored in a combination
of black, green, and red bands.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR: %
TREASURE TYPE: []
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
There are actually two types
of sea snakes. Those called "sea serpents"
are the larger variety of sea snake, actually
an anaconda of the 8-12 HD variety.
The poisonous sea snake is a smaller
snake with a flattened rudderlike tail
that
enables it to MOVE swiftly through the
water.
The poisonous sea snake attacks anything
that is violating its territory. The
bite of the sea snake is like a pinprick,
and
50% of the time it goes unnoticed until
the
symptoms of the poison begin to occur.
The venom causes paralysis in 3-6 rounds,
leaving the victim to drown in the following
melee round.
The poisonous sea snake is yellow or light blue in color.
The statistics for the larger of the sea
snakes can either be taken directly from
the Monster Manual or derived from the
stats given for the anaconda.
A member of the cobra
family, the spitting snake bites when
attacking,
spitting only as a defense when cornered.
The spitting cobra launches a cone-shaped
mist that can hit a TARGET up to
10' away; the snake is usu. aiming for
the victim's eyes. A PC
hit by the venom is allowed two saves
vs. Poison. The first determines
whether or not blindness occurs. If the
saving throw is not made, the blindness
lasts 2-12 turns. At this point, the second
saving throw is made to determine if the
blindness becomes permanent.
The bite of the spitting cobra causes
instant death
unless a saving throw vs.
poison at -1 is made. As with all members
of the cobra family, the spitting cobra
is not immune to its own poison.
The statistics
for the spitting snake can
be found in the MM. <>
Bibliography
Encyclopedia Britannica.
University Press: New York, 1911
Goin, Coleman J., and Olive B. Goin.
Introduction to Herpetology.
W.H. Freeman and Company: San Francisco,
1971
Grzimek, Dr. Bernhard.
Grzimek's Animal Life Encyclopedia.
Van Nostrand
Reinhold Co.: New York, 1971
Oliver, James A. Snakes in Fact and
Fiction. MacMillan Company: New
York,
1958
Stidworthy, John. Snakes of the World.
Grosset and Dunlop: New York, 1974
Wright, Albert Hazen, and Anna Allen
Wright. Handbook of Snakes. 2 vol.
Comstock
Publishing Associates: Ithaca, 1957