Amphisbaena, The Two-Headed Terror
“Uncover the Deadly Mysteries of the Amphisbaena: The Terrifying Two-Headed Serpent That Strikes Twice!”
Amphisbaenas are fearsome, two-headed serpents, each with a head at opposite ends of their long, muscular bodies. Their scales, dark green and bronze, are as tough as armor, with glowing eyes that radiate venomous intent.
Behavior:
Relentlessly aggressive, Amphisbaenas strike with both heads, attacking from any direction without needing to turn. They are fiercely territorial, defending their domain with lethal precision.
Habitat:
Inhabiting desolate deserts and rocky wastelands, they thrive in harsh, arid landscapes where they were born from the first Medusa’s cursed blood.
Modus Operandi:
They ambush prey by coiling around them, crushing and biting with both venomous heads simultaneously, making escape impossible.
Motivation:
Driven by survival and domination, Amphisbaenas exist to hunt, defend, and conquer their unforgiving environments with unmatched ferocity.
Amphisbaena 5e
Amphisbaena Pathfinder
Amphisbaena
Large Monstrosity, Neutral Evil
Armor Class: 16 (Natural Armor)
Hit Points: 142 (15d10 + 60)
Speed: 40 ft., climb 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 18 (+4) | 6 (-2) | 14 (+2) | 8 (-1) |
Saving Throws: STR +9, DEX +7, CON +8
Skills: Perception +6, Stealth +7
Damage Resistances: Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 16
Languages: Understands Common and Draconic but cannot speak
Challenge: 9 (5,000 XP)
Traits
Two-Headed: It has advantage on Wisdom (Perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration: It regains 10 hit points at the start of its turn if it has at least 1 hit point remaining.
Amphibious: The Amphisbaena can breathe air and water.
Actions
Multiattack: The Amphisbaena makes two attacks with its bite.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Recoil Strike (Recharge 5-6):
The Amphisbaena uses both heads to strike a single target with incredible force. The target must make a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage and 14 (4d6) poison damage on a failed save, or half as much on a successful one. If the target is Large or smaller, it is also knocked prone.
Reactions
Vigilant Watcher: When a creature the Amphisbaena can see within 10 feet of it attacks a target other than the Amphisbaena, it can make a bite attack against the attacking creature.
Tactics
- Ambush Predator: The Amphisbaena uses its Stealth and Tremorsense to ambush prey, attacking with both heads to maximize damage.
- Dual Assault: It attacks with both heads to overwhelm opponents, focusing its bites on high-priority targets.
- Regeneration Resilience: Utilizing its Regeneration trait, the Amphisbaena remains aggressive even when injured, retreating only if outmatched.
- Terrain Mastery: The Amphisbaena makes full use of its climbing and swimming abilities to gain advantageous positions and evade attacks.
Legendary Actions (Optional for stronger encounters)
The Amphisbaena can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Amphisbaena regains spent legendary actions at the start of its turn.
- Bite: It makes a bite attack.
- Move: It moves up to half its speed without provoking opportunity attacks.
- Dual Strike (Costs 2 Actions): It makes two bite attacks, one with each head.
The Amphisbaena is a formidable opponent with its dual-headed attacks and regenerative capabilities, making it a challenging adversary in both open and confined spaces.
This large snake has two heads, one at each end of its long, coiling body. Both display large sets of fangs.
A monster whose birth came from the blood dripping from Medusa’s head after Perseus slew her. A giant poisonous, spitting snake with a head at either end of its body. It moves by grabbing one head with its other and rolling across the ground like a hoop.
This content is from the Paizo Core Rules.
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.
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 Dexterity, +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 |
Strength 14, Dexterity 15, Constitution 13, Intelligence 2, Wisdom 13, Charisma 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 Constitution; 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 |
Section 15: Copyright Notice – Bestiary 2
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.