Monday, January 3, 2011

General Rules: Monsters - Amphisbaena

Amphisbaena (from Serpent Kingdoms)
Large Magical Beast

Hit Dice: 6d10+12 (45 hit points)
Initiative: +3
Speed: 40 feet, climb 20 feet
Armor Class: 17 (-1 size, +3 Dexterity, +5 natural); touch 12, flat-footed 14
BAB/Grapple: +6/+11
Attack: Bite +8 melee (1d6+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 2 bites +8 melee (1d6+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Poison
Special Qualities: Darkvision, 60 feet, hardened corpse, immunity to cold, low-light vision, scent
Saves: Fortitude +7, Reflex +8, Will +3
Abilities: Str 13, Int 2, Wis 12, Dex 16, Con 15, Cha 3
Skills: Balance +15, Climb +11, Hide +6, Listen +13, Spot +13, Tumble +9
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7 - 9 Hit Dice (Large); 10 - 18 Hit Dice (Huge)

An amphisbaena is an aggressive pit viper about 13 feet long with a head at each end of its body. Small horns above each eye help the creature rip the skin that bunches at its middle when it molts. The coloration of its scales is as varied as that of vipers.

Short distances are navigated with an odd sidewinding motion similar to that of many other snakes. The creature typically travels longer distance by retracting its fangs, grasping one of its necks with the other mouth, and rapidly rolling along like a hoop.

Combat
An amphisbaena can attack with both its heads simultaneously, and each head may strike a separate target if desired. Moreover, an amphisbaena's two heads give it an advantage over normal snakes in that it can feed and defend itself against threats at the same time.

Poison (Ex): Bite, Fortitude DC 15, initial and secondary damage 1d8 Constitution. The save DC is Constitution-based.

Hardened Corpse (Su): Just before death, and amphisbaena attempts to bite one head with the other. If it succeeds, its body turns to hardened stone upon death.

Skills: An amphisbaena has a +4 racial bonus on Hide and Tumble checks, and a +8 racial bonus on Climb, Listen, and Spot checks, and a +12 racial bonus on Balance checks.

An amphisbaena can always choose to take 10 on a Climb check, even if rushed or threatened.

An amphisbaena can use either its Strength or its Dexterity modifier for Climb checks, whichever is better.

Feats: An amphisbaena's Combat Reflexes feat allows it to use both of its head for attacks of opportunity each round.

Home     Three Worlds     Monsters

No comments:

Post a Comment