Fearsome Critters from Lumberjack Tales - The Joint Snake
Joint Snake
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)[7 hp to sever]
Initiative: +7
Speed: 20 ft. (4 squares), burrow 10 ft., climb 20 ft., swim 20 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 [head AC 24, touch 19, flat 21]
Base Attack/Grapple: +4/+8
Attack: Bite +9 melee (1d4+2 plus poison) or tail +8 melee (1d4+2 to 1d4)
Full Attack: Bite +9 melee (1d4+2 plus poison) and 1-3 tails +6 melee (1d4+2 to 1d4)[see divided attacks]
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Divided attacks, poison
Special Qualities: blindsight 10 ft., divisible body, fast healing 14 [see below], immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 18, Dex 17, Con 15, Int 1, Wis 13, Cha 2
Skills: Balance +11, Climb +12, Hide +10, Listen +7, Spot +7, Swim +12
Feats: Improved InitiativeB, Multiattack, Weapon Focus (bite)
Environment: Temperate or warm forests
Organization: Solitary, nest (1-2 adults plus 2-20 eggs or young)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Medium), 8-12 (Large), 13-16 (Huge)
Level Adjustment: —
This crawling varmint looks a lot like a giant earthworm, but its slit-pupil eyes, fanged jaws and the tiny scales on its baby-smooth skin are undeniable proof that it's a serpent. Its shape has hardly any taper in it at all, the base of its tail is only a mite narrower than the thickness of its body.
A joint snake is a serpent with supernatural autohealing powers, chop a joint snake into pieces and the pieces, or "joints", stay alive and keep on fighting. These serpents look a lot like an oversized slow worm (Anguis fragilis, a type of legless lizard). They have eyelids, unlike true snakes, but do not have visible ears like slow worms or other lizards. An average sized specimen is some twelve feet long and weighs about a hundred pounds.
Damp undergrowth is the preferred habitat of a joint snake. They are most common in humid forests, especially the thick brush found alongside river courses. Although these animals have watertight skins, they have little tolerance of arid conditions, so are never found in dry forests or drought prone brush such as chapparal. Joint snakes are able to burrow like a blindworm through loose material like leaf-litter, mud and sandy soil or extremely thick undergrowth.
A joint snake is a simple-minded beast, operating almost entirely on instinct. Their glimmering of intelligence is barely enough for them to remember the scent and location of places which are rich in prey or offer good shelter.
Joint snakes come in both male and female, and mate in the usual fashion. Like the garter snake (Thamnophis elegans) or green anaconda (Eunectes murinus), joint snakes are viviparous, nourishing unborn offspring inside their bodies via a placenta-like connection, but the form this takes is most unusual. After mating, the female snake sheds a segment of her body filled with young, and this segment is able to live and move by itself over the 3-8 weeks it takes the embryos to mature. This womb-segment will bask in the sun to warm its young, burrow away from danger and even defend itself with tail slaps. Eventually, the segment will give live birth to 5-12 live young and die, the newborn young usually make a meal of the remains. A particularly large female may shed many such womb-segments during a breeding season, maybe as many as ten or twelve after an exceptionally rich year.
For the statistics of a joint snake womb-segment see below, under Joint Snakes of Different Sizes.
Combat
If a joint snake is feeling pugnacious, it will simply slither up and start biting and tail-slapping. They are too stupid to use anything resembling strategy, simply trying to make as many attacks as possible. As a fight progresses, the snake will probably be divided into several joints by the attacks of its opponents. Each joint has its own tail attack, which it uses with little coordination with the other pieces of the snake. Thus, a snake facing several foes who have sliced it into many pieces will divide its attacks amongst its opponents more or less at random.
Joint snakes are incredibly difficult to kill, their Fast Healing and ability to survive vivisection means a joint snake may have to be beaten into mincemeat before it stops moving. Added to this, their strange physiology renders joint snakes immune to many of the ailments that normal flesh suffers from, such as poison and disease.
A joint snake rarely retreats from combat, expecting its amazing self-healing to repair any wounds it suffers. Thus, they usually fight until death, victory or the flight of their foes. The only common occasion a joint snake will withdraw from a fight is when its opponents persist in using area of effect energy attacks, even a joint snake will retreat if faced with multiple fireball and shocking hand spells.
Divisible Body (Su)
All joint snakes larger than infants have Divisible Body, the ability to separate into pieces and still live. A joint snake can theoretically be cut into any number of pieces, but can only control one piece for every Hit Dice it possesses. The snake's life-force is constantly redistributed between the pieces, so it is not necessary to keep track of the hit point score of separate segments, just a running total of the joint snake's hit points and how many pieces it has been divided into.
A joint snake's unnatural biology gives it immunity to all sorts of ability harming effects, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers. Effects which permanently remove Hit Dice, such as energy drain, will cause a joint snake to have its maximum number of segments reduced by a corresponding amount.
Any blow from a slashing weapon will cut a joint snake into two. They will also separate if hit by other targeted attacks, such as a weapon blow or ray, that does damage equaling the mean hit points per die of the snake. (e.g. the snake's hit points divided by its number of hit dice and rounded down, on average this is 5 plus their Con modifier.) Such attacks cannot exceed the damage required to separate the snake. Thus, if an attacker rolls 16 damage hitting a Con 15 snake, the snake only loses 7 hit points from its total. Area effect damage subtracts from the snake's hit point total normally.
A joint snake can also deliberately halve itself by spending a standard action, this does not cause it any damage.
Although a joint snake may operate in multiple pieces, it is always considered one being, with a single set of actions. For example, one half of a joint snake could Aid Another the other half of its body, but this would cost a standard action so the snake could only Aid itself to perform a move action or less. They make grapple attacks as a single creature of its actual size, no matter how many pieces it is in.
A joint snake occupies the normal space of a creature its size, keeping any separated segments in physical contact. If the segments should be separated by an outside force, any segment not in contact with the head will not be able to perform any action except move towards the head. If kept out of contact for more than ten minutes, an isolated segment will start to shrivel and die within an hour or so. The joint snake needs to make a Constitution check every ten minutes (DC 10, +1 for each previous check) or take 1d6 non lethal damage, which can only be restored if the missing segment rejoins the rest. When this damage matches the segment's hit points (i.e. 5+Con modifier) the missing segment dies and the snake loses a Hit Dice.
Divided Attack (Ex)
The more pieces a joint snake is separated into, the more pieces it has to attack its foes with. Each segment of a joint snake can attack once. The front segment has a venomous bite attack, each of the subsequent segments has a tail attack. The bite attack always does the same amount of damage, but the tail attacks inflict less damage the more pieces the snake is divided into, according to the following chart, organized by Hit Dice and how many times the snake has been divided.
Note that both the bite and tail attacks of an intact joint snake use the damage bonus of a secondary attack, thus a joint snake separated into two pieces does the same damage with its attacks as an intact snake.
Example: A lumberjack hits a 9 HD joint snake four times with an axe, the snake is now divided into five pieces, a head with a 1d8+4 damage bite attack and four tails with 1d4+1 damage attacks.
2 HD Snake: 1st cut 1d3+1
3 HD Snake: 1st cut 1d4+1, 2nd cut 1d4
4 HD Snake: 1st cut 1d4+2, 2nd cut 1d4+1, 3rd cut 1d4
5 HD Snake: 1st cut 1d4+2, 2nd-3rd cut 1d4+1, 4th cut 1d4
6 HD Snake: 1st cut 1d6+3, 2nd cut 1d4+2, 3rd-4th cut 1d4+1, 5th cut 1d4
7 HD Snake: 1st cut 1d8+3, 2nd cut 1d4+2, 3rd-4th cut 1d4+1, 5th-6th cut 1d4
8 HD Snake: 1st cut 1d8+4, 2nd cut 1d6+2, 3rd cut 1d4+2, 4th-5th cut 1d4+1, 6th-7th cut 1d4
9 HD Snake: 1st cut 1d8+4, 2nd cut 1d6+3, 3rd cut 1d4+2, 4th-6th cut 1d4+1, 7th-8th cut 1d4
10 HD Snake: 1st cut 1d10+5, 2nd cut 1d6+3, 3rd-4th cut 1d4+2, 5th-7th cut 1d4+1, 8th-9th cut 1d4
11 HD Snake: 1st cut 1d10+5, 2nd cut 1d8+3, 3rd cut 1d6+2, 4th cut 1d4+2, 5th-8th cut 1d4+1, 9th-10th cut 1d4
12 HD Snake: 1st cut 1d10+6, 2nd cut 1d8+4, 3rd cut 1d6+3, 4th-5th cut 1d4+2, 6th-9th cut 1d4+1, 10th-11th cut 1d4
13 HD Snake: 1st cut 2d6+6, 2nd cut 1d8+4, 3rd cut 1d6+3, 4th-5th cut 1d4+2, 6th-9th cut 1d4+1, 10th-12th cut 1d4
14 HD Snake: 1st cut 2d6+7, 2nd cut 1d10+4, 3rd cut 1d8+3, 4th cut 1d6+2, 5th-6th cut 1d4+2, 7th-10th cut 1d4+1, 11th-13th cut 1d4
15 HD Snake: 1st cut 2d6+7, 2nd cut 1d10+5, 3rd cut 1d8+3, 4th cut 1d6+3, 5th-6th cut 1d4+2, 7th-11th cut 1d4+1, 12th-14th cut 1d4
16 HD Snake: 1st cut 2d6+8, 2nd cut 1d10+5, 3rd cut 1d8+4, 4th cut 1d6+3, 5th cut 1d6+2, 6th-7th cut 1d4+2, 8th-12th cut 1d4+1, 13th-15th cut 1d4
Fast Healing (Ex)
A joint snake has fast healing equal to 10 plus twice its Constitution modifier and can heal its severed segments back together. The snake can rejoin a pair of segments with a swift action, or rejoin as many segments as it wishes as a full-round action. Rejoining segments will reduce the joint snake's number of tail attacks and their damage – see Divided Attack.
Panoramic Senses (Ex)
A joint snake can sense and react to objects in all directions with equal faculty, so cannot be flanked.
Poison (Ex)
A joint snake has a poisonous bite that deals initial and secondary damage of 1d6 Con if the victim fails a DC 14 Fortitudesave. The save DC is Constitution-based.
Skills
Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Lore Checks
DC 14 - A joint snake is like a big slow-worm. They live in damp places, like riverbanks or deep piles of damp leaves on the forest floor. Funny thing about them is you can cut them into joints and it doesn't faze them - each bit of the snake stays alive and wriggling!
DC 19 - Best not mess with a joint snake, vicious they are. Each joint of the snake can carry on attacking by itself, sometimes they even pulls themselves apart just to get more tail-ends to thwack folks with. Now they don't like dryness, cause they've got moist skins like earthworms, so folks can use fire or lye to drive away a joint snake that's bothering them.
DC 24 - A joint snake can heal up near any wound in a few moments, and join itself back together again after being cut in twain. You can kill one by hitting it, but you might need to pound it to paste before the worm's really dead. Best way to get rid of one is throw the snake into a bonfire or quicklime pit and stop any pieces of it crawling out.
Joint Snakes of Different Sizes
Joint Snakes have a non-standard advancement scheme. A joint snake of Small size or larger (i.e. 2+ HD) has a Strength equal to 10 plus twice its Hit Dice, a Constitution of 11 plus its Hit Dice (with an additional +1 at 16 HD) and a Dexterity of 19 minus one for every further growth stage (at 3HD, 4HD, 6HD, 9HD, 12HD and 16HD). Their natural armour bonus increases by one for every second Hit Dice about 4HD (at 6HD, 8HD, 10HD, 12HD, 14HD and 16HD).
A joint snake still gets standard ability bonuses for its HD. The stat blocks include a +1 Wisdom bonus at 4 HD, a +1 Intelligence bonus at 8 HD, another +1 Wisdom bonus at 12 HD and a +1 Constitution bonus at 16 HD, as mentioned above.
A joint snake womb-segment has the same attributes as a 1 HD Junior Joint Snake (See below), except it has no bite attack, lacks an Int score and has the same Con score as the mother snake it separated from. The higher Constitution does NOT increase the womb-segment's Fast Healing, which remains at Fast Healing 12. The extra vitality is dedicated to speeding the development of the young. The lack of an intelligence score means the womb-segment has no non-bonus feats or skill ranks.
Joint Snake Womb-Segment (Tiny Magical Beast, Hit Dice 1d10+2(7hp)[7hp to sever, up to 1d10+9(14hp) with higher Con]; Init: +9; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 22(+2 size, +5 Dex, +5 natural) touch 17, flat-footed 17; Base Attack/Grapple: +1/-7; Attack/Full Attack: tail +8 melee (1d2); Space/Reach: 2½ ft./0 ft.; Special Attacks:—; Special Qualities: blindsight 30 ft., divisible body, fast healing 12, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +4 [up to +11 with higher Con], Ref +7, Will +1; Abilities: Str 10, Dex 21, Con 15, Int –, Wis 12, Cha 2; Skills: Balance +13, Climb +13, Hide +17, Listen +5, Spot +5, Swim +8; Feats: Improved InitiativeB, Weapon FinesseB; CR: ½)
Baby Joint Snake (Diminutive Magical Beast, Hit Dice ½d10+1(3hp)[3hp to sever]; Init: +10; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 25(+4 size, +6 Dex, +5 natural) touch 13, flat-footed 15; Base Attack/Grapple: +1/-12; Attack: Bite +12 melee (1d2-1 plus poison) or tail +11 melee (1d2-1); Full Attack: Bite +12 melee (1d2-1 plus poison) and tail +6 melee (1d2-1); Space/Reach: 1 ft./0 ft.; Special Attacks: Divided attacks, poison (Fort DC 11, 1d2/1d2 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 12, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +3, Ref +8, Will +1; Abilities: Str 8, Dex 23, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +14, Climb +14, Hide +22, Listen +7, Spot +7, Swim +7; Feats: Improved InitiativeB, Weapon FinesseB, Weapon Focus (bite); CR: 1)
Junior Joint Snake (Tiny Magical Beast, Hit Dice 1d10+1(6hp)[6hp to sever]; Init: +9; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 22(+2 size, +5 Dex, +5 natural) touch 17, flat-footed 17; Base Attack/Grapple: +1/-7; Attack: Bite +9 melee (1d2) or tail +8 melee (1d2); Full Attack: Bite +9 melee (1d2) and tail +3 melee (1d2); Space/Reach: 2½ ft./0 ft.; Special Attacks: Divided attacks, poison (Fort DC 11, 1d3/1d3 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 12, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +3, Ref +7, Will +1; Abilities: Str 10, Dex 21, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +13, Climb +13, Hide +17, Listen +7, Spot +7, Swim +8; Feats: Improved InitiativeB, Weapon FinesseB, Weapon Focus (bite); CR: 1)
Teenage Joint Snake (Small Magical Beast, Hit Dice 2d10+2(13hp)[6hp to sever]; Init: +8; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 20(+1 size, +4 Dex, +5 natural) touch 15, flat-footed 16 [head AC 25, touch 20, flat 21]; Base Attack/Grapple: +2/+0; Attack: Bite +8 melee (1d3+1 plus poison) or tail +7 melee (1d3+1); Full Attack: Bite +8 melee (1d3+1 plus poison) and tail +2 melee (1d3+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 12, 1d4/1d4 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 12, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +4, Ref +7, Will +1; Abilities: Str 14, Dex 19, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +12, Climb +12, Hide +13, Listen +7, Spot +7, Swim +10; Feats: Improved InitiativeB, Weapon FinesseB, Weapon Focus (bite); CR: 2)
Young Adult Joint Snake (Medium Magical Beast, Hit Dice 3d10+6(22hp)[7hp to sever]; Init: +8; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 19(+4 Dex, +5 natural) touch 14, flat-footed 15 [head AC 25, touch 20, flat 21]; Base Attack/Grapple: +3/+6; Attack: Bite +9 melee (1d4+1 plus poison) or tail +8 melee (1d4+1 to 1d4); Full Attack: Bite +9 melee (1d4+1 plus poison) and 1-2 tails +6 melee (1d4+1 to 1d4); Space/Reach: 5 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 13, 1d6/1d6 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 14, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +5, Ref +7, Will +2; Abilities: Str 16, Dex 18, Con 14, Int 1, Wis 12, Cha 2; Skills: Balance +12, Climb +12, Hide +10, Listen +7, Spot +7, Swim +11; Feats: Improved InitiativeB, Multiattack, Weapon FinesseB, Weapon Focus (bite); CR: 3)
Grown-Up Joint Snake (Medium Magical Beast, Hit Dice 4d10+8(30hp)[7hp to sever]; Init: +7; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 18(+3 Dex, +5 natural) touch 13, flat-footed 15 [head AC 24, touch 19, flat 21]; Base Attack/Grapple: +4/+8; Attack: Bite +9 melee (1d4+2 plus poison) or tail +8 melee (1d4+2 to 1d4); Full Attack: Bite +9 melee (1d4+2 plus poison) and 1-3 tails +6 melee (1d4+2 to 1d4); Space/Reach: 5 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 14, 1d6/1d6 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 14, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +6, Ref +7, Will +2; Abilities: Str 18, Dex 17, Con 15, Int 1, Wis 13, Cha 2; Skills: Balance +11, Climb +12, Hide +10, Listen +7, Spot +7, Swim +12; Feats: Improved InitiativeB, Multiattack, Weapon Focus (bite); CR: 4)
Veteran Joint Snake (Medium Magical Beast, Hit Dice 6d10+18(51hp)[8hp to sever]; Init: +7; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 19(+3 Dex, +6 natural) touch 13, flat-footed 16 [head AC 25, touch 19, flat 22]; Base Attack/Grapple: +6/+12; Attack: Bite +13 melee (1d6+3 plus poison) or tail +12 melee (1d6+3 to 1d4); Full Attack: Bite +13 melee (1d6+3 plus poison) and 1-5 tails +12 melee (1d6+3 to 1d4); Space/Reach: 5 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 16, 1d6/1d6 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 16, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +8, Ref +7, Will +3; Abilities: Str 22, Dex 16, Con 17, Int 1, Wis 13, Cha 2; Skills: Balance +11, Climb +14, Hide +11, Listen +8, Spot +7, Swim +14; Feats: Improved InitiativeB, Improved Multiattack, Multiattack, Weapon Focus (bite); CR: 5)
Old 'Un Joint Snake (Large Magical Beast, Hit Dice 9d10+45(94hp)[10hp to sever]; Init: +6; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 18(-1 size, +2 Dex, +7 natural) touch 11, flat-footed 16 [head AC 25, touch 19, flat 23]; Base Attack/Grapple: +9/+22; Attack: Bite +19 melee (1d8+4 plus poison) or tail +18 melee (1d8+4 to 1d4); Full Attack: Bite +19 melee (1d8+4 plus poison) and 1-8 tails +18 melee (1d8+4 to 1d4); Space/Reach: 10 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 19, 1d8/1d8 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 20, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +11, Ref +10, Will +4; Abilities: Str 28, Dex 15, Con 20, Int 2, Wis 13, Cha 2; Skills: Balance +10, Climb +17, Hide +5, Listen +9, Spot +10, Swim +17; Feats: Improved InitiativeB, , Improved Multiattack, Lightning Reflexes, Multiattack, Weapon Focus (bite); CR: 6)
Antique Joint Snake (Large Magical Beast, Hit Dice 12d10+72(138hp)[11hp to sever]; Init: +6; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 20(-1 size, +2 Dex, +9 natural) touch 11, flat-footed 18 [head AC 27, touch 18, flat 25]; Base Attack/Grapple: +12/+28; Attack: Bite +25 melee (1d10+6 plus poison) or tail +25 melee (1d10+6 to 1d4); Full Attack: Bite +25 melee (1d10+6 plus poison) and 1-11 tails +25 melee (1d10+6 to 1d4); Space/Reach: 10 ft./5 ft.; Special Attacks: Divided attacks, poison (Fort DC 22, 1d8/1d8 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 22, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +14, Ref +12, Will +6; Abilities: Str 34, Dex 14, Con 23, Int 2, Wis 14, Cha 2; Skills: Balance +10, Climb +20, Hide +5, Listen +12, Spot +12, Swim +20; Feats: Improved InitiativeB, , Improved Multiattack, Lightning Reflexes, Multiattack, Weapon Focus (bite), Weapon Focus (tail); CR: 7)
Great 'Orm Joint Snake (Huge Magical Beast, Hit Dice 16d10+144(232hp)[14hp to sever]; Init: +7; Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC: 20(-2 size, +1 Dex, +11 natural) touch 9, flat-footed 19 [head AC 28, touch 17, flat 27]; Base Attack/Grapple: +16/+40; Attack: Bite +33 melee (2d6+8 plus poison) or tail +33 melee (2d6+8 to 1d4); Full Attack: Bite +33 melee (2d6+8 plus poison) and 1-15 tails +33 melee (2d6+8 to 1d4); Space/Reach: 15 ft./10 ft.; Special Attacks: Divided attacks, poison (Fort DC 29, 1d10/1d10 Con); Special Qualities: blindsight 30 ft., divisible body, fast healing 28, immunities (ability harm, disease, poison, sleep, paralysis, polymorph, stunning and mind-affecting powers), low-light vision, panoramic senses, scent; Saves: Fort +19, Ref +13, Will +7; Abilities: Str 42, Dex 13, Con 28, Int 2, Wis 14, Cha 2; Skills: Balance +9, Climb +24, Hide +0, Listen +14, Spot +14, Swim +24; Feats: Ability Focus (poison), Improved InitiativeB, , Improved Multiattack, Lightning Reflexes, Multiattack, Weapon Focus (bite), Weapon Focus (tail); CR: 9)
Feat Progression: [1HD] Weapon Focus (bite), [3HD] Multiattack, [6HD] Improved Multiattack, [9HD] Lightning Reflexes, [12HD] Weapon Focus (tail), [15HD] Ability Focus (poison)
Abilty Bonus Progression: [4 HD] +1 Wis, [8 HD] +1 Int, [12 HD] +1 Wis, [16 HD] +1 Con.
Notes
The divided attacks and divisible body are a bit complicated, but without them it just ain't a Joint Snake. It should actually be less complex for a DM to run than a Hydra, since they don't need to track the joints' hit points individually, just keep track of the total hps and the number of segments it has been cut into and remember that any single weapon strike can't do more damage than it's segment hp. My first draft of this monster had each segment be a variable size with its own hit points, and the head a "vital spot" that could be targeted separately – but common sense prevailed!