Amphitere |
|
Large Magical Beast
|
| Hit Dice: 5d10+5 (32) |
| Initiative: +5 |
| Speed: 20 ft. (4 squares), fly 60 ft. (good) |
| Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 |
| Base Attack/Grapple: +5/+13 |
Attack: Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)
|
Full Attack: Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)
|
| Space/Reach: 10 ft./10 ft. |
Special Attacks: Constrict 1d4+6, improved grab, poison
|
Special Qualities: Darkvision 60 ft., low-light vision, scent
|
| Saves: Fort +5,
Ref +7, Will +2
|
| Abilities: Str 19,
Dex 17, Con 13,
Int 1, Wis 12,
Cha 2 |
| Skills: Balance +4, Climb +5, Hide +1, Listen +5, Spot +5 |
| Feats: Alertness, Improved Initiative |
|
| Environment: Any temperate or warm land |
| Organization: Solitary |
| Challenge Rating: 3 |
| Treasure: Standard |
| Alignment: Always neutral |
| Advancement: 6-10 HD (Large); 11-15 HD (Huge) |
| Level Adjustment: - |
| |
This larger constrictor snake flies through the air with undersized membranous wings that don't appear large enough to support it. Its large eyes are surrounded by rings, and two tongues flicker out of its mouth, one forked and one with an arrowlike tip. Its tail ends in an arrow-shaped stinger.
Amphiteres are flying serpents found in most temperate or tropical regions.
Amphiteres are usually solitary, but they come together during a brief mating season. The female raises the young alone, abandoning them after six weeks. The strongest hatchlings move on to find their own territories, while the weakest generally starve and perish. When prey is especially bountiful, the number of amphiteres in a region can number up to 200 before they scatter. Such massed swarms are extremely deadly to local humanoid populations.
Hatchling amphiteres sell for 500 gp on the open market. They are often trained to serve as guardians, but due to their cowardice, are usually allowed to lurk among rafters and other ambush locations rather than out in the open.
A typical amphitere is about twelve feet long and weighs 25 pounds. Its coloration resembles other serpents native to its territory. Their wings can be either feathered or membranous, and some have arrow-shaped tail spikes (granting an additional secondary attack that deals 1d6+2 points of piercing damage).
COMBAT
Amphiteres are solitary, cowardly predators. They prefer to hunt lone creatures, preferably smaller, weaker ones. When the encounter other flying creatures such as griffons, hippogriffs, and giant eagles, amphiteres attempt to strike quickly and poison the adversary before it can retaliate.
Constrict (Ex): On a successful grapple check, an amphitere deals 1d4+6 points of damage.
Improved Grab (Ex): To use this ability, an amphitere must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, tongue thrust, Fort DC 13 negates, initial damage 1d6 Con, secondary damage 2d4 Con. The save DC is Constitution-based.
|
| |
1998 Wizards of the Coast, Inc. Originally found in Dragon Magazine #248 |
|