Page 64 - Serpent Kingdoms
P. 64
MONSTERS
Short distances are navigated with an odd sidewinding Deathcoils
motion similar to that of many other snakes. The creature typi-
cally travels longer distances by retracting its fangs, grasping Huge Magical Beast
one of its necks with the other mouth, and rapidly rolling along Hit Dice: 11d10+14 (74 hp)
like a hoop. Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Combat Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, fl at-
footed 12
An amphisbaena can attack with both its heads simultaneously, Base Attack/Grapple: +11/+26
and each head may strike a separate target if desired. Moreover, Attack: Bite +16 melee (1d8+10)
an amphisbaena’s two heads give it an advantage over normal Full Attack: Bite +16 melee (1d8+10)
snakes in that it can feed and defend against threats at the Space/Reach: 15 ft./10 ft.
same time. Special Attacks: Constrict 1d8+10,
Poison (Ex): Bite, Fortitude DC 15, initial and secondary improved grab, poison breath
damage 1d8 Constitution. The save DC is Constitution-based. Special Qualities: Darkvision 60 ft.,
Hardened Corpse (Su): Just before death, an amphisbaena low-light vision, scent
attempts to bite one head with the other. If it succeeds, its body Saves: Fort +8, Ref +10, Will +4
turns to hardened stone upon death. Abilities: Str 25, Dex 17, Con 13, Int
Skills: An amphisbaena has a +4 racial 10, Wis 12, Cha 2
bonus on Hide and Tumble checks, a +8 Skills: Balance +17, Climb +17, Hide
racial bonus on Climb, Listen, and +10, Listen +12, Spot +12, Swim +17
Spot checks, and a +12 racial bonus Environment: Temperate forests
Feats: Alertness, Endurance, Skill
Illustration by Thom Baxa choose to take 10 on a Climb Organization: Solitary
on Balance checks.
Focus (Hide), Toughness
An amphisbaena can always
Challenge Rating: 7
check, even if rushed or
Treasure: Double standard
threatened.
An amphisbaena can
Alignment: Always chaotic
use either its Strength or
evil
Advancement: 12–22 HD
its Dexterity modifi er for
Climb checks, whichever (Huge); 23–33 (Gargantuan)
is better. Level Adjustment: —
Feats: An amphisbae-
na’s Combat Refl exes feat An immense shape slithers through the branches that
Amphisbaena
allows it to use both of its form a canopy over the forest fl oor. Its dark green form
heads for attacks of opportunity each round. is nearly invisible against the leaves, but its serpentine eyes,
unblinking and yellow, track its prey with cold precision.
In the Realms
Many horrifi c tales tell of a single deathcoils devouring an
In the Battledale town of Chariton, a clutch of amphisbaenae entire party of adventurers, one by one. This mighty constric-
hatched some years ago. Finding the young somewhat docile, tor snake likes to lurk on forest fringes, where wild herd animals
the citizens left them alone. But after hibernating and grow- stray from the plains to dine on tree foliage. The creature’s abil-
ing to immense proportions (as most specimens of the Ashaba ity to hibernate for months at a time enables it to survive even
strain do), the amphisbaenae devoured nearly all of the town’s the coldest winters.
residents, leaving Chariton a ghost town. The amphisbaenae A deathcoils eats carrion, all other snakes, and fresh prey of
have since moved on to the forests near the Pool of Yeven, the all kinds. It even attacks its own kind on sight unless the oppo-
Deeping Stream, and Lake Sember. nent is clearly larger. The smaller deathcoils usually fl ees from
such a confrontation, and the aggressor rarely pursues for long.
A deathcoils is a dark green, snakelike creature with round
black and brown markings that help it hide in forest settings. It
can grow up to 80 feet long.
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