The juvenile Thought Snake resembles a small viper, though is much more durable than its size reveals, due to living underground where food is scarce. Juveniles are often sent on solitary patrol around the family burrow, using its Detect Magic ability to locate disturbing spellcasters and magic-wearing adventurers, but will form hunting parties if a large group of spellcasters are found. Thought Snakes will usually cast Dispel Magic on the prey before attacking, then it makes good use of its Spring Attack ability to leap and retreat from prey, trying to infect the spellcasters. If outnumbered, the Thought Snake will use its Obscuring Mist ability to blind the prey and rely on its Tremorsense to continue the attack.
Juvenile Thought Snake CR 3
CN Small Animal
, Senses ; ; Tremorsense 30 ft.
AC 17, touch 14, flat-footed 14 (+1 size, +3 Dex, +3 natural)
hp 13 (HD)
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee Bite( plus disease)
Space 5 ft.; Reach 5 ft.
Atk Options dodge
Special Actions spring attack
Spell-like Abilities (CL 5): At will: Detect Magic, 5/day: Dispel Magic, Obscuring Mist (30' radius for 2 min.)
Abilities, , , , ,
SQ Fear of Mind-Affects
Feats Dodge, Spring Attack, Weapon Finesse, Weapon Focus (Bite)
Skills Balance +11, Climb +12, Hide +11, Jump +12, Swim +6
Disease: Upon a successful bite on a living, spellcasting creature, that creature becomes infected with a weaker form of Thought Worms (DC 15, incubation time 10 minutes, other effects the same).
Fear of Mind-Affects: Thought Snakes hate magic generally, but they don't fear most magics due to their Dispel Magic ability. But any spell that is successfully cast on them which results in them telepathically hearing or seeing messages (i.e. Sending or Telepathic Bond, but not Message nor Speak with Animals. Language does not matter; even if the snake doesn't understand it, they will be frightened by it.) will cause them to have to make a DC 15 Will save or run away forrounds, in addition to what the spell normally does