| Each member of this family of venomous snakes has long, hinged fangs that inject potent venom into their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart.
 
Recall Knowledge - Animal (Nature) DC 13 Unspecific Lore DC 11 Specific Lore DC 8 | |
| Perception | +5; low-light vision, scent (imprecise) 30 feet | 
| Skills | Acrobatics +5, Athletics +1 (+4 to Climb), Stealth +5, Survival +3 | 
| STR -3 , DEX +4 , CON +0 , INT -4 , WIS +1 , CHA -2 | |
| AC | 14 | 
| Saving Throws | Fort +2, Ref +7, Will +5 | 
| HP | 8 | 
| Speed | 20 feet, climb 20 feet, swim 20 feet | 
| Melee | Fangs  +6 [+2/-2] (agile, finesse, reach 0 feet),  1d8-3  piercing plus viper venom | 
| Special Abilities | Viper Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1  1d8  poison damage (1 round) Slink  Trigger A creature ends its movement adjacent to the viper or within the viper's space; Effect The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions. |