Sinful Sigil Snake (3.5e Monster)

''Upon the wall is a sentence which seems to curve like a snake. Save against pain as it slithers across the wall and into the wizard's spellbook.''

Sometimes spells go wrong, and sometimes sepia snake sigils go very very wrong. Given vile life and hating on its creators and all living beings, these living spells are literally animated text capable from flowing from surface to surface in the vague form of a serpentine sentence of arcane runes. With but a thought it can shift its "patterns" to any text in any language, text which carries powerful magic and curses similar to magic traps.

The sinful sigil snake is usually about 6 inches long and weighs nothing. It understands all languages, but does not speak. It seems to have a disdain for most living beings.

Combat
Sinful sigil snakes are living magic traps and they know it. They work best catching opponents by surprise, injuring them or debuffing them and then fleeing to strike again shortly after. If it can jump into a spellcaster's spellbook, even better as few casters wish to destroy their precious tomes. It is cautious not to be captured in a situation where it is unable to move, for it has no recourse. It sometimes work with other creatures for the sake of indulging in its evil desires.

Absorb Text :  The sinful sigil snake can touch any non-magical text and remove it, as if using erase. Doing so heals the sinful sigil snake 10d6 damage. It can destroy magical writing with a caster level check, it's caster level equal to half its HD (+10) against DC 15. A 1 or 2 always fails this check.

Display Sigil :  The sinful sigil snake is a living magic trap similar to various symbol and glyph spells. As a standard action it can assume the form of various magical texts with baneful effects. Some texts it can only assume a limited times per day. Any saving throws are DC 22, and the saving throws are Wisdom based.

Explosive Runes: As the spell explosive runes, but it does not damage the surface it is on. This is its primary "attack". Once triggered it must assume this form again as a standard action.

Sepia Snake Sigil: As the spell sepia snake sigil. Once triggered it must assume this form again as a standard action.

Symbol of Sleep: As the spell symbol of sleep. Once its duration expires it must assume this form again as a standard action.

Symbol of Pain: As the spell symbol of pain. Once its duration expires it must assume this form again as a standard action.

Symbol of Persuasion: As the spell symbol of persuasion. Once its duration expires it must assume this form again as a standard action.

Symbol of Fear: As the spell symbol of fear. Once its duration expires or its hp limit is reached it must assume this form again as a standard action.

Polyglot : A sinful sigil snake understands and can write itself in any written language.

Surface Bound : A sinful sigil snake is unique in that it is bound to a surface. It can crawl along any solid surface, from wooden tables, pieces of paper, stone walls, or glass windows. It cannot cross liquids or gases except by jumping, or granular surfaces like sand, gravel, or soil. It can jump from surface to surface with a jump check, but if it fails the check it doesn't make the transfer.

When attacking the sinful sigil snake it effectively has the hardness of the base material it sits on, and attacks damage both the sinful sigil snake and its surface. If the surface is destroyed it is shunted to the next valid surface taking 1d6 damage per 10 ft it is shunted. Its well aware of its properties and usually seeks to sit upon valuable surfaces creatures will be unwilling to damage to get to it.

Two-Dimensional Text : A sinful sigil snake is 2-dimensional and has no weight. It cannot make grapple checks no be grappled and has no direct attacks. It fights entirely with display sigil. Because it is text an erase spell is dangerous to it. If the caster level check to dispel magical text is made it takes 1d6 damage per two caster level, no save.

Advanced Sinful Sigil Snakes
There are stronger variants who have access to additional and more dangerous sigils to display.

Symbol of Stunning (+1 CR): As the spell symbol of stunning. Once its duration expires or its hp limit is reached it must assume this form again as a standard action.

Symbol of Weakness (+1 CR): As the spell symbol of weakness. Once its duration expires or its hp limit is reached it must assume this form again as a standard action.

Symbol of Insanity (+2 CR): As the spell symbol of insanity. Once its duration expires or its hp limit is reached it must assume this form again as a standard action.

Symbol of Death (+2 CR): As the spell symbol of death. Once its duration expires or its hp limit is reached it must assume this form again as a standard action.