Ashwinder (Reptile) - 1 Viciousness
Art by ThanyaJK
Art by ThanyaJK

Hitpoints: 6
Dodge: +3; Durability: Physical (2), Mental (2)
Speed: 30 feet
Weapon: Bite (1d4+2)
Weapon: Tail (1+2 plus firetail)
Combat: +3 physical
Stats: Fit 2, Con 2, Int 1, Wis 2, Cha 1
Skills: Acrobatics +3, Insight +3, Perception +4, Stealth +3
A thin, pale grey snake, about the size of a dog, with glowing red eyes. It radiates tremendous heat, especially from its tail.

Fire Resistance: An ashwinder never takes fire damage. An ashwinder can reduce all fire damage dealt to you by 1 point if it is wrapped around you and you invest 1 point of Training in this ability. While wrapped around you, an ashwinder can use its bite attack against adjacent enemies but cannot use its tail attack.
Firetail: The last few inches of an ashwinder's tail are extremely hot, causing its tail attack to deal 1d4 points of fire damage on a successful hit. A creature damaged by a tail attack also begins burning for 1d4 rounds. The duration of these flames is reduced by the victim's physical durability, but is increased by 1 round for each point of Training used on this ability.
Flamebody: An ashwinder's body is burning hot. Any creature that deals damage to an ashwinder with an extension of its body, such as a bite, claw, or fist attack, takes 1d4 points of fire damage. This damage is reduced by the victim's physical durability, but is increased by 1 for each point of Training used on this ability.
Wrap: If an ashwinder damages a creature with its bite attack, it can use its bonus action to wrap around the creature. This is a separate effect. An ashwinder cannot dodge or move while it is wrapping a creature, but can use an action to release its hold. At the start of its turn, a creature wrapped by an ashwinder takes the fire damage from its flamebody ability as though it had struck the ashwinder with an extension of its body. The Wrapped creature must succeed on a Concentration check to successfully cast a spell or use a spell-like ability, opposed by the ashwinder's acrobatics check. A creature Wrapped by an ashwinder can escape with a successful acrobatics or athletics check, opposed by the ashwinder's acrobatics check. The ashwinder gets a +1 bonus on both of these acrobatics checks, and the bonus increases by +1 for each point of Training used on this ability.