Adders are fearsome reptilian predators that stalk the woodlands. They are among the most feared of all creatures.
Most adult adders cap at level 10. Higher level adders are extraordinary specimens. The largest and most powerful adders are creatures of legend, whose presence can turn the most tranquil of woodlands into a place of nightmare.
Hit Dice: d12
{table=“head”]Level|BAB|Fort|Ref|Will|Features
1|+1|+2|+2|+2|Bite 1d6, +1 Str, +1 Con
2|+2|+3|+3|+3|Poison 1d6, +1 Str, +1 Con
3|+3|+3|+3|+3|Stealthy, improved grab, +1 natural armor
4|+4|+4|+4|+4|Evil eye, +1 Str, +1 Cha
5|+5|+4|+4|+4|Fast movement
6|+6/+1|+5|+5|+5|Growth, bite 1d8, +1 Str, +1 Con, +1 natural armor
7|+7/+2|+5|+5|+5|Scent, poison 2d6
8|+8/+3|+6|+6|+6|Constrict, +1 Str, +1 Cha
9|+9/+4|+6|+6|+6|Frightful presence, +1 natural armor
10|+10/+5|+7|+7|+7|Bite 1d12, +1 Str, +1 Con
11|+11/+6/+1|+7|+7|+7|Lingering gaze
12|+12/+7/+2|+8|+8|+8|Poison 3d6, +1 Str, +1 Cha, +1 natural armor
13|+13/+8/+3|+8|+8|+8|Camouflage
14|+14/+9/+4|+9|+9|+9|Growth, bite 2d6, +1 Str, +1 Con
15|+15/+10/+5|+9|+9|+9|Improved frightful presence, +1 natural armor
16|+16/+11/+6/+1|+10|+10|+10|Evil gaze, +1 Str, +1 Cha
17|+17/+12/+7/+2|+10|+10|+10|Trail of terror
18|+18/+13/+8/+3|+11|+11|+11|Bite 2d8, +1 Str, +1 Con, +1 natural armor
19|+19/+14/+9/+4|+11|+11|+11|Superior frightful presence
20|+20/+15/+10/+5|+12|+12|+12|Growth, bite 3d6, +1 Str, +1 Cha |[/table]
Skill Points at First Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str).
First off, lower the BAB to 3/4 HD. Very rarely should monstrous classes with no weapon training get full BAB, especially if it has Strength bonuses. Also, all the ability bonuses are a bit out of hand. Badgers are too, I'll probably bring them down, but Badgers don't get some of the powerful abilities adders get.
Weapon and Armor Proficiencies: An adder is proficient with its bite attack. It cannot wield other weapons. It is not proficient with any armor.
You need an ability called Snake Body or something at first level that gives the adder's starting size, speed, etc. Its natural bite attack also goes in this ability. Instead of natural armor bonus above, have it gain natural armor bonus equal to its con modifier here.
Bite: An adder has a bite attack that deals 1d6 + 1 ½ Str modifier damage. The base damage increases to 1d8 at level 6, 1d12 at level 10, 2d6 at level 14, and 2d8 at level 18.
As I said, this should go in the Body ability. Also, you should simply say that the bite damage increases with its size, since it does so anyway, rather than spell it out.
Poison: An adder’s bite is poisonous, with initial and secondary damage 1d6 Con. The damage increases to 2d6 Con at 7th level and 3d6 Con at 12th. The save DC to resist the adder’s poison is 10 + ½ the adder’s level + the adder’s Con modifier.
Pretty good, buy I'd make the poison damage go d6->d8->2d6
Stealthy: At 3rd level, an adder gains Stealthy as a bonus feat.
Improved Grab: At 3th level, an adder gains the improved grab ability. When an adder hits an opponent of one or more size categories smaller with its bite attack, it can attempt to initiate a grapple as a free action.
Good.
Evil eye: An adder of 4th level or higher can use its evil eyes to hypnotize its prey. As a standard action, the adder can target its evil eye toward an opponent. The target must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or be dazed as long as the adder concentrates on holding the gaze (a standard action). Opponents can avoid the adder’s evil eye just as they can avoid a gaze attack. The range of this ability is 5 feet per level of the adder.
I'd bump this up a level, replacing fast movement, and put constrict here honestly.
Fast Movement: At 5th level and every 5 levels thereafter, the adder gains a +10-ft bonus to its land speed.
Probably not necessary.
Growth: At 6th level, an adder’s size increases to Large. At 14th level, its size further increases to Huge. At 20th level, its size becomes Gargantuan.
Good for now.
Scent: At 7th level, an adder gains the Scent ability.
Constrict: An adder of 8th level or higher deals bludgeoning damage equal to its bite damage with a successful grapple check.
Throw swallow whole here instead of constrict.
Frightful Presence: An adder of 9th level or higher is a fearsome sight to behold. Any creature near the adder must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or become shaken for 2d6 rounds. The range of this ability is 10 feet per level of the adder. A creature that successfully saves against the frightful presence of an adder cannot be affected again by the same adder’s frightful presence for 24 hours.
Nice idea copying the dragons frightful presence, this is the closest to a dragon, besides Deepcoiler and that lake monster, that Redwall has.
Lingering Gaze: A victim of the evil eye of an 11th level or higher adder remains stunned for 1d6 rounds after the adder ceases concentration.
I thought they were dazed? Either this needs to change to dazed, or it can improve to stunned, but the creature gets another will save each round.
Camouflage: An adder of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hmmmm, I guess this works.
Improved Frightful Presence: Creatures affected by the frightful presence of a 15th level or higher adder are frightened instead of shaken.
Good.
Evil gaze: At 16th level, the adder’s evil eye ability becomes a true gaze attack. Any creature within range of the adder’s evil eye that catches the adder’s eye is subject to the attack. The adder does not need to take an action.
Hmmm, I'm not sure I like this. Adders still had to concentrate on a particular individual to mesmerize it.
Trail of Terror: An adder of 17th level or higher leaves an aura of dread in its wake. A creature that approaches within 60 feet of a location in which the adder was present within the last 3 days must make a Will save (DC equals that of the adder’s frightful presence) or become shaken for as long as it remains within 60 feet of the adder’s trail, and 1d6 rounds thereafter.
Great flavor
Superior Frightful Presence: Creatures affected by the frightful presence of an adder of 19th level or higher become panicked. If the adder is aware of the creature’s presence, it can choose to stun the victim instead.
Nice capstone.