Deathtongue (3.5e Creature)

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Size/Type: Tiny Magical Beast
Hit Dice: 6d10 (39 hp)
Initiative: +10
Speed: 20ft, 30ft swim, 10ft climb
Armor Class: 21, touch 18, flat-footed 21
Base Attack/Grapple: +6/-6
Attack: Bite +12 melee (1d3-4+Poison)
Full Attack: Bite +12 melee (1d3-4+Poison)
Space/Reach: 1ft/-
Special Attacks: Poison
Special Qualities: Heatsense 60ft
Saves: Fort +6, Ref +11, Will +2
Abilities: Str 3, Dex 22, Con 13, Int 6, Wis 10, Cha 9
Skills: Climb +5, Hide +14, Move Silently +6, Escape Artist +14, Swim +5, Spot +1, Survival +1
Feats: Ability Focus (Poison), Improved Initive, Weapon Finesse(b), Dodge
Environment: Warm Marsh
Organization: Solitary, Pair, or Nest(3-6)
Challenge Rating: 6
Treasure: No coins, no goods, double items
Alignment: Usually Chaotic Neutral
Advancement: 6-8 HD (Tiny), 9-11 HD (Small)
Level Adjustment:
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This tiny viper appears to be only a foot long, however, it is jet black with three orange stripes down its back and has glowing yellow eyes and a pure white tongue.

Deathtongues are reclusive snakes with a deadly reputation (and venom). Their poison is so potent that it can strike down the mightiest of warriors with a single drop. Deathtongues usually eat insects and other small reptiles, but can bring down a deer if need be. An average Deathtongue weighs about 20 grams. Deathtongues speak their own language, Sythan, but can be trained to understand Common and Sylvan.

Heatsense:A Deathtongue notices and locates warm or hot objects, including living creatures, within 60ft. This ability is only negated when the creature's heat sensing pits, located under its eyes, are cut out.


Deathtongues prefer to ambush rather than attack in the open. They are weaker than most other animals but their venom is deadly. They usually hide in a crack in a rock, or underneath a large, bushy plant. If a Deathtongue is discovered before it gets the chance to strike, it will attempt to flee and ambush again.

Poison: Bite, Fortitude DC 18,initial damage d10 Con, secondary damage d10 Con. The save DC is Constitution-based and includes a racial +2.

    • has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line (already included in total)
  • A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature. (already included in total)

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