Tunnel Viper

Level 1
Creature· humanoidSmallRemaster
AC
16
HP
20
Speed
25 ft.
Perception
+7
Fort
+5
Ref
+9
Will
+5
Languages common, sakvroth, ysoki
Senses darkvision
Skills stealth +8, acrobatics +6, athletics +6, thievery +6, nature +5, survival +5
Recall Knowledge DC 15 (society)

Attacks

Melee Ranseur +8 (disarm, reach 10 ft.), Damage 1d10+3 piercing
Melee Jaws +8 (agile, unarmed), Damage 1d4+3 piercing
Melee Arbalest +8 (backstabber, reload 1 ft.), Damage 1d10 piercing

Abilities

Running Reload

The tunnel viper Strides, Steps, or Sneaks, then Interacts to reload.

Swarming

A tunnel viper can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.

Tunnel Fighter

The tunnel viper deals an additional 1d6 precision damage to creatures that are Squeezing or in difficult terrain due to narrow spaces.

Tunnel Travel

Narrow spaces aren't difficult terrain for the tunnel viper, and the viper can Squeeze at 5 feet per round (or 10 feet on a critical success).

There is no better way for a ysoki to distinguish themself than to defend the warren, with many proving themselves by venturing out and challenging monsters they come across. Those who return triumphant from such tests find themselves among the ranks of ysoki warriors, able to wear their accomplishments as a badge of pride. They often venture out again once established and experienced to attain more notoriety as warriors.


Ysoki (or, as outsiders call them, ratfolk) in their warrens have a society that is both stern and democratic, caring and ever vigilant. And at the top is a handful of intimidating and protective figures who make sure the swarm remains safe.