This hideous beast consists of two pale-skinned humanoid torsos connected at the waist so that one set of arms provides locomotion and the other is free to attack prey. A head with a fang-filled maw and elongated tongue sits atop each end. Its skin is hairless and translucent, and its eyes have nictating lenses.
Amphisbaena Encepalon Gorger CR 10
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 97 (13d8+39); fast healing 5
Fort +7; Ref +6; Will +10
Defensive Abilities all-around vision, mind screen, split (slashing 20 hp); Immune flanking; Resist cold 10
Speed 30 ft.
Melee 2 claws +11 (1d6+3 plus grab)
Special Attacks 2 mindfeeds
Str 16, Dex 14, Con 16, Int 21, Wis 15, Cha 15
Base Atk +9; CMB +12 (+16 on grapple); CMD 25
Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Skill Focus (Perception), Spring Attack, Weapon Focus (claw)
Skills Bluff +15, Diplomacy +10, Escape Artist +10, Intimidate +18, Knowledge (local) +21, Knowledge (planes) +21, Knowledge (any one) +21, Perception +24, Sense Motive +15, Stealth +13, Survival +10; Racial Modifiers +4 Perception. All Knowledge skills are class skills for encephalon gorgers
If an encephalon gorger begins its turn grappling an opponent, it can attempt to suck its brain fluid with a successful grapple check. If it pins the foe, it drains cerebral fluid, dealing 1d4 points of Intelligence drain each round the pin is maintained. On each successful mindfeed attack, the encephalon gorger gains 5 temporary hit points. This ability does not work against nonliving creatures or creatures without a central brain mass. The encephalon gorger must be able to reach the head or neck of the target creature to use this ability.
As a move action, an encephalon gorger can gauge the relative intelligence level of any creature within 60 feet as follows: unintelligent, animal (Int1–2), low (3–8), average (8–12), high (13–16), genius (17–20), or supra-genius (21+).
The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts, telepathy, or the like), it must make a successful (DC 21) Will save or be driven permanently insane (as by an insanity spell, caster level 15th); if the save succeeds, the creature is instead confused (as the spell) for 1d4 rounds. The save DC is Intelligence-based.
Organization solitary, pair, or colony (3–6)
An amphisbaena is a creature with a head on each end. More specifically, an amphisbaena consists of two sets of forequarters of a creature conjoined in the middle. Each head of the creature is independent, but they share a close bond that enables them to coordinate attacks and movement.
Bipedal amphisbaena creatures have two sets of arms. One set of arms is used for attacking and manipulating, while the other set is used for locomotion. Which set of arms is used for which purpose doesn’t matter to a humanoid amphisbaena; they can easily switch positions.