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Vipergout

(Savage Species)

Conjuration (Summoning)
Level: Sorcerer 7, Wizard 7,
Components: V, S, M,
Casting Time: 1 action
Range: Personal
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell summons 1d4+3 fiendish (CE) or celestial (CG) Medium-size vipers (snakes), which leap forth from your location to attack your enemies.
If you can communicate with the vipers, you can direct them not to attack, to attack particular enemies, or to perform other actions.
When you use a summoning spell to summon an evil or good creature, it is a spell of that type.
Material Component: A snakeskin.
Vipers
Medium-Size Fiendish Viper: CR 1; Medium-size outsider; HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 16, touch 13, flat-footed 13; Atk +4 melee (1d4-1 plus poison, bite); SA poison, smite good; SQ scent, darkvision 60 ft., cold/fire resistance 5, SR 4; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9; Weapon Finesse (bite).
Smite Good (Su): Once per day the fiendish viper can deal +2 damage against a good foe.
Poison: Injury, Fortitude saving throw (DC 11), initial and secondary damage 1d6 Constitution.
Medium-Size Celestial Viper: CR 1; Medium-size outsider; HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 16, touch 13, flat-footed 13; Atk +4 melee (1d4-1 plus poison, bite); SA poison, smite evil; SQ scent, darkvision 60 ft., acid/cold/electricity resistance 5, SR 4; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9; Weapon Finesse (bite).
Smite Evil (Su): Once per day the celestial viper can deal +2 damage against an evil foe.
Poison: Injury, Fortitude saving throw (DC 11), initial and secondary damage 1d6 Constitution.

Also appears in

  1. Magic of Faerun
  2. Spell Compendium
  3. Player's Guide to Faerûn