GoombaThis character was designed as part of a group of NPCs; you're welcome to use them separately, though parts of the description or combat strategies listed below may assume that this character is used together with their allies. You can find more information about them and their allies as a group on this page.

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

Thought Snake

CN Small Animal

Init +7, Senses Listen +1; Spot +1; Tremorsense 30 ft.

AC 17, touch 14, flat-footed 14 (+1 size, +3 Dex, +3 natural)

hp 13 (3d8 HD)

Fort +6, Ref +7, Will +3

Spd 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +8/+8 (1d6 plus disease)

Base Atk +2; Grp -2

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 Str 10 (+0), Dex 19 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)

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 for 2d4 rounds, in addition to what the spell normally does