Amphisbaena

This large snake has two heads, one at each end of its long, coiling body. Both display large sets of fangs.

Amphisbaena CR 4

XP 1,200
N Large magical beast
Init +2; Senses all-around vision, darkvision 60 ft., low-light vision, scent; Perception +11

DEFENSE

AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 45 (6d10+12)
Fort +6, Ref +7, Will +3
Defensive Abilities split; Immune petrification; Resist cold 10

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee 2 bites +8 (1d8+2 plus poison)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 14, Dex 15, Con 13, Int 2, Wis 13, Cha 4
Base Atk +6; CMB +9; CMD 21 (can’t be tripped)
Feats Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Skills Acrobatics +10 (+6 jump), Climb +10, Perception +11, Stealth +11, Swim +10; Racial Modifiers +8 Climb, +8 Acrobatics, +4 Perception, +4 Stealth, +8 Swim

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save.

Split (Su)

An amphisbaena functions normally even if cut in half. If dealt a critical hit with a slashing weapon, the creature is cut in half but continues to function as two separate creatures, each with half the original amphisbaena’s current hit points (rounded down) after the damage from the critical hit is applied. Once split, an amphisbaena cannot be split again. If left alone for 1 minute, the split amphisbaena can rejoin its two halves and become a single whole creature again (add the two creatures’ hit points together). If one of the split creatures is slain, the amphisbaena can regrow the lost portion over the course of 1d3 weeks.

ECOLOGY

Environment temperate hills or underground
Organization solitary or pack (2–5)
Treasure incidental

The reclusive amphisbaena is a dreaded viper with a head at either end of its thick, serpentine coils. It travels in a strange, undulant crawl akin to that of a sidewinder, looping the coils of its long body back and forth and keeping both of its heads at the alert. Amphisbaenas are said to have formed from the blood of medusas, and while such stories are highly suspect, the creatures possess a natural immunity to petrification, which make them favored pets of medusas or other creatures with the petrification ability.

Adult amphisbaenas can grow up to 14 feet in length and weigh as much as 250 pounds. While their thick coils twitch and ripple with muscle, they are not constrictors; their attacks rely on speed and their deadly venom. Most amphisbaenas have dark, bluish-black scales with lighter bands; however, they can be encountered in a variety of colors appropriate to their habitats. Some reports even claim lizard-like versions of this beast exists, with short legs and long curved talons.

The amphisbaena’s two heads can act independently, and the creature can move freely in either direction. In combat, it uses this ability to its utmost advantage, constantly spinning about to change up the direction of its strikes and guarding against enemies attempting to sneak closer or flank it. Unlike most snakes, amphisbaenas are aggressive, attacking anything that enters their territory. While they prefer smaller prey, they have been known to hunt gnomes, halflings, and other small humanoids, and will sometimes attack larger foes if they’re starving or preparing to shed.

Amphisbaenas reproduce infrequently, laying small clutches of up to a dozen dark onyx eggs at a time. Avidly sought by animal trainers and collectors, amphisbaena eggs can fetch between 300 to 500 gp on the market. Despite minimal intelligence, amphisbaenas are driven primarily by their instincts and are extremely difficult and dangerous to train. All attempts to train an amphisbaena take a –8 penalty on any Handle Animal checks as a result.

Variant: Amphisbaena, Oruborus (CR 4)

[Source]

An oruborus never attacks alchemists or those who use chronomancy (such as time thieves and time wardens) unless it is backed into a corner, choosing instead to attack other foes or to flee. It seems to have some type of supernatural sense that makes it aware of these creatures.

Speed 40 ft.; this replaces the amphisbaena’s land speed, and it loses the amphisbaena’s climb and swim speeds.

Coiled Charge (Ex)

This fearsome attack is similar to a trample attack except as noted. An oruborus grasps one head in the other, and, rolling like a hoop, throws itself at its enemies, crushing them with its bulk. The serpent may use a full-round action to take double its normal charge movement. It gains the benefits of any feats that modify its charge attack or distance as normal, though it can move through both enemies and allies that are at least one size category smaller than it (usually Medium or smaller). Any creature’s space that the oruborus completely covers during the course of its movement is affected by the coiled charge attack. This attack deals 2d8+3 points of bludgeoning damage. A Reflex save (DC 15) cuts this damage in half. Creatures affected by this attack can choose to suffer a –4 penalty to their Reflex saves in order to make attacks of opportunity against the oruborus. A target can never take damage from this ability more than once from the same oruborus in a single round, even if the oruborus moves back and forth over the target. The save DC is Strength-based.

This replaces an amphisbaena’s split defensive ability, its immunity to petrification and its resistance to cold.

Racial Modifiers An oruborus loses the amphisbaena’s Climb and Swim racial skill bonuses.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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