Homebrew/SRD
Acrobatics +4
Darkvision. 40 ft.
Passive Perception. 8
Venomous Bite. The Patagia Viper's fangs inject prey with a debilitating bio-venom. On a successful attack, target must succeed a Constitution saving throw (DC 11) or take an additional 2d6 poison damage and become Poisoned for 1 minute. The target may retry the save on their turn, and while they are poisoned this way, they cannot regain hitpoints.
Cryptic Skin. The Patagia Viper has advantage on Stealth Checks.
Venomous Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4+2) piercing damage. Target must succeed a Constitution save (DC 11) or take an additional 2d6 poison damage and become Poisoned for 1 minute.
Constrict. The Patagia Viper can grapple itself to a target.
Once created from cytoplasm and grafting, the Simic Combine recently reintroduced the specimens to Ravnica via biomancy, both as another test of how biomancy worked with creatures once forged with cytoplasm and also to create more combat-ready krasis for defense of Zonots and Holdfasts.
Forged with primarily serpentine genes, Patagia Vipers, named after the biomancer who originally created the first few specimens, possess a number of eerie adaptations. From the ability to glide through the air via elongated flaps of skin on their bodies to constricting bodies meant for coiling prey. They even have a venomous bite, meant to ensure their prey dies, even long after the viper's demise.
The most uncanny adaptation Patagia Vipers possess is parthenogenesis: they can deploy eggs grown along their underside that, upon hatching, grow into another Patagia Viper. One that, if given enough time to thrive in Ravnica, can reproduce in the same, demented way. Because of this, the Simic take careful measures to ensure these specimens don't escape containment, lest they cause an outbreak that earns the further ire of the other guilds.