Pack-Viper

Beast -- Tiny (standard) / Small (pit viper) -- Rocky debris fields, ruin wall cavities, substrate-warm ground fissures, dry cache stores

The bites are not the problem. One bite from a small viper is manageable -- painful, swelling, three days off your feet if you do not have treatment. The problem is that where the ground is right they den together, and if you step into one of those they are not acting as a pack, they are just all biting at the same time for the same reason. The count from the Southgate incident was eleven individual bites on the same person before the rest of us could pull her out. She kept the leg. That is the part people tell.

-- settlement medical log, outer circuit patrol debrief

Ecology

Pack-Vipers are pit-sensory ambush predators -- the heat-pit organs that line the anterior jaw give them a thermal map of their environment independent of light, which makes them effective hunters in the sealed, lightless spaces that ruin environments produce. They are not socially coordinated animals; the "pack" designation is a field description of denning behavior, not cooperative hunting strategy. They share heat sources and den spaces because the thermal conditions that suit one suit all, not because they hunt as a unit. The encounter dynamic when a den is disturbed is simultaneous rather than organized: every animal in the space responds to the same stimulus at the same time.

The standard Pack-Viper is a small, fast, primarily rodent-hunting animal with a neurotoxic bite that operates on a delay -- the target often moves away before the venom produces its full effect, which for small prey is death at distance from the den and for large prey is several days of degrading physical capacity. The pit viper variant is a substantially larger animal with proportionally stronger venom and enough body mass to take medium-to-large prey: the Poisoned condition it inflicts imposes Disadvantage on attack rolls and ability checks, and the ongoing Constitution saves to clear the venom extend the debility well past the initial encounter.

Both variants prefer substrate-warm environments, and both show the Miasm-thermal correlation that the Constriction-Snake demonstrates -- they cluster in zones of elevated nanite saturation because the thermal byproduct suits them. A ruin level that runs warmer than ambient, with no obvious heat source, is worth checking underfoot before walking through.

Neither variant is aggressive in the sense of pursuing. They bite when threatened, cornered, or accidentally contacted. The danger is not that they want to fight; it is that the environments they prefer make accidental contact easy, and a den of twenty Pack-Vipers in a wall cavity that a character reaches into produces a very different result than a single animal encountered in open ground.

Stat block

Standard Pack-Viper

ACHPSpeedInitiative
132 (1d4)30 ft., Swim 30 ft.+3 (13)
STRDEXCONINTWISCHA
2 (-4)16 (+3)11 (+0)1 (-5)10 (+0)3 (-4)

Senses Blindsight 10 ft.; Passive Perception 10

Languages None

CR 1/8 (XP 25; PB +2)

Bite

Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.

Pit Viper Variant

ACHPSpeedInitiative
1313 (3d6 + 3)30 ft., Swim 30 ft.+3 (13)
STRDEXCONINTWISCHA
10 (+0)16 (+3)13 (+1)2 (-4)10 (+0)3 (-4)

Senses Blindsight 10 ft.; Passive Perception 10

Languages None

CR 1/2 (XP 100; PB +2)

Bite

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage, and the target must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. If the save fails by 5 or more, the target is also Unconscious while Poisoned. The target regains consciousness if it takes damage or if another creature uses an action to shake it awake.

Encounter use

Single Pack-Vipers are not encounters -- they are hazards. A character who fails to notice one in their pack, sleeping roll, or path takes a bite that produces delayed poison damage and keeps going; they become a logistics problem for the party later. Use the standard variant as a trap element, not a combat element: the viper in the grain store, the one coiled on the warm stone step, the one underneath the disturbed rubble pile. The pit viper variant is worth a real encounter in a confined space -- the Poisoned condition is meaningful across a full combat round, and Unconscious on a failed save by 5+ can remove a character from the fight immediately. Den encounters (multiple animals in an enclosed warm space) should use swarm mechanics and add both Poisoned condition vectors. The question for the party is whether they can clear the space without someone taking accumulating bites while the venom clock starts running.

Salvage

Pack-Viper venom is the primary product of any intentional harvest. The standard variant venom is used in low-concentration topical applications for pain management and in higher concentrations as a short-duration paralytic in field surgery. The pit viper variant venom is substantially more potent and commands significantly higher prices from medical researchers and Lattice-connected apothecaries who supply to surgical practices. Extraction from live specimens produces better yield than post-mortem extraction; settlements near active den zones maintain cautious harvesting operations. The skin, as with other reptile lineages, has tool and armor applications, though the small scale of the standard variant makes it primarily a craft material rather than a structural one.