This creature was built using the handy elemental creature template. The following text is Open Game Content:
This small, darting snake appears to be made out of fire.
Always N Tiny elemental (extraplanar, fire)
Init +9; Senses darkvision 60 ft, scent; Listen +6, Spot +6
AC 19, touch 17, flat-footed 14
(+2 size, +5 Dex, +2 natural)
hp 1 (1/4 HD)
Immune fire, critical hits, flanking, poison, sleep, paralysis, and stunning
Fort +2, Ref +7, Will +1
Weakness cold vulnerability
Spd 15 ft, climb 15 ft, swim 15 ft
Melee bite +7 (poison and 1d2 fire)
Space 2 1/2 ft; Reach 0 ft
Base Atk +0; Grp -11
Special Atk burn, poison (DC 10, 1d6 Con/1d6 Con)
Abilities Str 4, Dex 21, Con 11, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Improved Initiative, Weapon Finesse B
Skills Balance +13, Climb +13, Hide +17, Listen +6, Spot +6, Swim +7
Environment Elemental Plane of Fire
Organization solitary
Advancement
Burn (Ex) Those hit by an ember viper's bite attack must succeed at a DC 8 Reflex save or catch fire. The flame burns for 1d4 rounds, doing 1d2 points of damage each round. A burning creature can take a move action to put out the flame.
Poison (Ex) An ember viper has a poisonous bite (DC 10) that deals initial and secondary damage of 1d6 Con. The save DCs are Constitution-based.
Ember vipers rely on their venomous bite to kill prey and defend themselves.
Skills: Ember vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. Ember vipers can always choose to take 10 on a Climb check, even if rushed or threatened. Ember vipers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An ember viper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.