Starfinder: Viper

Chris Van Deelen

Viper Combatant CR 6 XP 2,400

Lawful evil medium monstrous humanoid

Init +10; Senses: Darkvision 60 ft.; Perception +13


Defense                                                             HP 100

EAC: 21; KAC: 23

Fort: +10; Ref: +10; Will: +5

Defensive Abilities: Energy resistance 6, DR 6 / -; Immunities: Poison



Speed: 50 ft.

Melee: Bite +17 (1d6+9 P plus poison (see poison spit) Crit poison DC+2), or constrict +17 (2d6+9 B), or claw +17 (1d8+9 S Crit bleed 1d6)

Ranged: Light Plasma Rifle Mk 7 (2d10+6 E&F Crit Burn 1d10)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Constriction, poison spit



Str +3; Dex +6; Con +1; Int +0; Wis +0; Cha +0

Skills: Acrobatics +18, athletics +13

Feats: Great fortitude, improved combat maneuver (grapple), improved initiative, lightning reflexes

Other Abilities: Tongue Pull

Languages: Common, telepathy



Environment: Any

Organization: Solitary, pairs, small squads (2d4+2)


Special Abilities

Constriction (Ex): The creatures, being part snake, are able to coil around their prey and squeeze. They are allowed a grapple check (the KAC is +4 instead of +8). If they succeed, the target is wrapped up in their coils. Each round the target is grappled like this, the target will automatically suffer 2d8+9 points of constriction damage as the Snakeman attempts to squeeze the life out of the target. While grappled the Snakeman is still capable of attacking with melee weapons, and suffers a -2, however, if the Viper attacks with their bite, they suffer no penalty. Furthermore, if the Viper attempts to attack with a ranged weapon, it suffers a -4 to hit.

Poison Spit (Ex): As a standard action, Vipers are able to spit a deadly toxin at any target within 20 feet. A standard ranged attack is required against the targets EAC, and if it hits, the toxin will inflict 2d8+6 points of acid damage. Furthermore, the target then must make a Fort save (DC 14) or suffer the effects of the poison itself. It uses the Constitution track and takes effect every round. A single Fort save (DC 14) will halt the advance of the poison.  They can use this ability only once per 24 hours.

Telepathy (Su): All members of the Viper race are capable of telepathy. They can use this with one another. If they attempt to use this on another race, or an unwilling subject, the target is allowed a Will save (DC 14) to refuse the mental link. 

Tongue Pull (Ex): As a full round action, the Viper is able to strike at any target within 30 feet with its powerful tongue. It is allowed a grapple check (+4 to targets KAC) and if the attack succeeds, the target is pulled into physical combat range. By doing this the Viper can then attempt to Constrict on its next round, with a bonus of KAC +2 instead of plus 4.


Considered to be a more ‘evolved’ version of the Snakemen, Vipers are actually made up of the DNA from both the Snakemen, and Thin Men. Autopsies have revealed that they are, as is the case with many of the enemy races, cloned and created by combining DNA. Strangely enough, unlike the Snakemen, these are decidedly female, and even more odd is the fact that they have feminine ‘curves’ and even breasts. It has been determined that the breasts are actually glands to hold the poison they spit.  Still, all Vipers encountered have female reproductive organs, and unlike the Snakemen, do not carry eggs in their bodies.

The creatures are as long as the standard Snakemen, but weigh 200 pounds less. They are still strong, but do not have the musculature or build of the Snakemen. Instead they are more agile and sleeker, and can move significantly faster than the other type of clone. Their jaws can also become unhinged, and do so whenever the creature is about to spit at an enemy combatant, or unleash their extremely long and powerful tongue to pull targets in close.

As is the case with the Snakemen, they do not parlay – they fight, although unlike Snakemen, they do prefer to use their natural attacks when engaging in combat, especially after pulling a target in with their tongues.

Engaging in combat at melee or at range is a dangerous proposition no matter how you look at it. The Vipers possess a powerful bite, an even deadlier poison, and their hands possess scalpel-sharp talons. They are comfortable at using any of their weapons, and will adapt to any situation, using whatever means they have at their disposal. Unlike Snakemen, they do not use Heavy Plasma Cannons – instead they prefer to use either the Sectoid Plasma pistols, or Light Plasma rifles. They can use grenades, and will do so if needed.

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Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.