FREQUENCY: very rare
ACTIVITY CYCLE: any
INTELLIGENCE: Low (5-7)
ALIGNMENT: Lawful Evil
NO. APPEARING: 1
ARMOR CLASS: 5
HIT DICE: 6
NO. OF ATTACKS: 1 + up to 8
SPECIAL ATTACKS: Petrification, poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (4' diameter)
MORALE: Elite (14)
XP VALUE: 4000
The thousand tooth is a monstrosity made by mutating a medusa. It looks like an oversized human head with large sharp teeth and solid gray eyes. Rather than a body, it has a roundish lump of flesh behind the head from which sprout 8+1d4 thick reptilian limbs, each ending in the head of a venomous snake. It moves by using three or more of its lower reptilian limbs as primitive legs. Some also have a pair of spindly arms growing from the sides of their fleshy bodies.
Combat: The thousand tooth retains the medusa's ability to petrify flesh, although its power is much weaker than a medusa's. Any creature that comes within 30' of the thousand tooth must make a saving throw vs. petrification at +2 or slowly change into stone. On the first round after the attack, the victim is slowed (as per the spell) but gains a +1 bonus to his armor class due to the stony consistency of his skin. On the third round, the victim is completely petrified. At close range, the thousandtooth attacks with its humanhead bite and up to eight bites from its snake-limbs. Anyone struck by a snake-head must save vs. poison or die (type F poison). The thousand tooth must make a saving throw vs. petrification +2 if it sees its reflection.
Habitat/Society: A thousandtooth is a solitary predator, claiming a few square miles as its turf. As it cannot outrun its prey, it must wait for creatures to approach it, so it prefers terrain with places to hide. It reproduces by budding - once a year, one of the snaky limbs drops off and crawls away as an independent creature; after a year of living like a snake it begins to consume massive amounts of food to prepare for its metamorphosis. The snake changes into an adult thousandtooth after a week of hibernation; it can use all its powers and is particularly hungry after the change.
Ecology: The thousand tooth is a destructive predator, attacking anything in its territory that it sees as a threat or competition. This results in a number of statues in its territory as well as an increase in the number of predators in neighboring regions.
Originally appeared in The Scarlet Brotherhood (1999)
Slow Petrifying Gaze (Su): 30 feet, Fortitude DC X negates. On a failed save, the victim is slowed (as the spell) and gains a +1 enhancement bonus to its natural armor as its skin begins to harden. Two rounds later, if the effect has not been nullified, the victim is turned to stone permanently. The effect can be reversed by a stone to flesh effect at any time. If used within the first two rounds, no saving throw is required to survive the transformation. The save DC is Charisma-based.
The spell call of stone, from Players Handbook II, has a gradual petrification effect. Here's the details:
This spell slowly transforms a creature into an inanimate stone statue. The target must make a Fortitude save each round for the duration of spell* at the start of its turn or take a cumulative 10-foot penalty to speed and a -2 penalty to Dexterity. If the target's speed drops to 0 feet, it cannot move. If the target fails four or more saves, it permanently transforms into a statue as if affected by flesh to stone. Any effect or spell that reverses flesh to stone also cures this condition.
Interesting. I think the speed and Dex loss makes sense as well.
Slow Petrifying Gaze (Su): 30 feet, Fortitude DC X negates. On a failed save, the victim must continue to save each round thereafter and is slowed (as the spell) and takes a cumulative 10-foot penalty to speed and a -2 penalty to Dexterity, but gains a +1 enhancement bonus to its natural armor as its skin begins to harden. A successful save after the initial save does not negate the effect, but prevents any further penalties and eventual petrification. If the target fails three consecutive saves, the victim is turned to stone permanently. The effect can be reversed by a stone to flesh effect at any time. If used before complete petrification, no saving throw is required to survive the transformation. The save DC is Charisma-based.
As for the poison, I think it depends on how it is delivered. If we cluster all the snakeheads into a single attack (like the medusa), then I think the Con damage you proposed is fine. If we stick with 8 separate attacks (like it originally had), then that is way too powerful. We could reduce it to 1 Con, perhaps, if we go that route.
What did the medusa do in 2e regarding number of attacks? Keep in mind also that each of these poison attacks could cause death on a failed save! Anyway, I think if the medusa originally had many snake hair attacks, we should just combine these. Otherwise, let's keep them separate and reduce the poison damage.
I'd go with ability focus for the 3rd feat. I was thinking underground for environment and Undercommon for the language. Otherwise, any and Common also work. I think CR 5 and those skills are fine. 200 lbs?