Flame Snake, Minor (CR 1)

Small Magical Beast (Fire)
Alignment: Usually evil (any)
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +3, and Spot +3


AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +5, Will +0
Speed: 30 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d4+1 plus 1d6 fire plus poison
Special Attacks/Actions: Burning hands, fiery poison, heat
Abilities: Str 12, Dex 16, Con 10, Int 7, Wis 11, Cha 11
Special Qualities: fire subtype
Feats: Alertness
Skills: Climb +9, Hide +9, Listen +3, Move Silently +5, and Spot +3
Advancement: 2-3 HD (Small)
Climate/Terrain: Any land and underground
Organization: Solitary or clutch (4-12)
Treasure/Possessions: 50% coins, 50% goods

Source: Fiend Folio

All flame snakes have some abilities in common.

Heat (Ex): A flame snake generates so much heat that its mere touch deals additional fire damage. This damage varies by subrace.

Fire Subtype (Ex): A flame snake is immune to fire damage. It takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Scent (Ex): A flame snake can detect approaching enemies, sniff our hidden foes, and track by sense of smell.

Skills: Flame snakes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

A minor flame snake tries to begin battle with its burning hands ability it then rushes into combat and rises its bite liberally. Minor flame snakes, while not brilliant by any stretch, know that their venom is particularly toxic and often engage in hit-and-run tactics against larger groups or foes that obviously outmatch them.

Burning Hands (Sp): Once per day, a minor flame snake can use a burning hands ability that functions as the spell of the same name (caster level 3rd; Ref DC 11).

Fiery Poison (Ex): A minor flame snake delivers its poison (Fort DC 10 negates) with each successful bite attack. Initial and secondary damage are the same (1d4 Str). In addition, if the save fails, the minor flame snake's poison burns its victim from the inside as it courses through the opponent's body. Each round the poison remains in a victim's bloodstream (maximum 10 rounds), it deals 1 point of fire damage (no save). This includes the round in which the victim was bitten.

All three species of flame snake use similar tactics in battle. They prefer to bite their opponents and then allow their venom to run its course. The smaller, less intelligent flame snakes repeat this tactic until their opponents are brought down; the more intelligent varieties have other abilities at their disposal. The flame snake's fiery venom is one of its most feared weapons. The fierce, burning agony the toxin causes sometimes drops would-be intruders even after they have attempted to flee from the burning creatures.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.