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<blockquote data-quote="Raven Crowking" data-source="post: 4735219" data-attributes="member: 18280"><p>Amphisbaena</p><p>(Large Magical Beast)</p><p></p><p>Movement: 20 ft.</p><p>Armour Class: 17</p><p>Initiative Bonus: </p><p>Hit Dice: 6d8+6</p><p>Attacks: 2 bites (1d8)</p><p>Special Attacks: Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds)</p><p>Special Defences: None</p><p>Special Qualities: Darkvision 60 ft.</p><p>Saves: Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2.</p><p>Ability Scores: S 14, I 1, W 12, D 15, C 13, Ch 2.</p><p>Morale: 7</p><p></p><p>Habitat: Temperate Forests</p><p>Frequency: Rare</p><p>No. Appearing: 1 (1d6)</p><p>Skills: Climb +8, Stealth +5, Swim +8.</p><p>Treasure Type: </p><p>XP Value: </p><p></p><p>An amphisbaena appears to be a large snake with two heads. One of these heads is located where a normal snake’s head is located, and the other where a normal snake’s tail ends. Each of the amphisbaena’s heads is capable of independent action – but the two heads are equally capable of working together. Each head has a separate digestive tract, both of which nourish the body, with a cloacae midway from the centre of the body to the head on either side for waste elimination and reproduction. They are bad-tempered, and likely to strike when disturbed, even if not hungry or threatened.</p><p></p><p>Some few (10%) amphisbaenas are hoop snakes, a subspecies which is able to grip their two heads together and roll downhill at three times their normal movement rate.</p><p></p><p>Tactics</p><p></p><p>Amphisbaenas rely upon their poison to subdue prey, and do not constrict. They prefer to attack from a position of stealth whenever possible. They strike repeatedly so long as prey fights back, but wait for their poison to do its work if they can – simply following patiently if prey attempts to escape. Hoop snakes prefer to lair at the top of slopes if possible, to make it easier for them to pursue prey or escape larger predators.</p><p></p><p>Short Form</p><p></p><p>Amphisbaena (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft.; SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.</p><p></p><p>Hoop Snake (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft., Hoop Movement (60 ft. downhill only); SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4735219, member: 18280"] Amphisbaena (Large Magical Beast) Movement: 20 ft. Armour Class: 17 Initiative Bonus: Hit Dice: 6d8+6 Attacks: 2 bites (1d8) Special Attacks: Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds) Special Defences: None Special Qualities: Darkvision 60 ft. Saves: Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2. Ability Scores: S 14, I 1, W 12, D 15, C 13, Ch 2. Morale: 7 Habitat: Temperate Forests Frequency: Rare No. Appearing: 1 (1d6) Skills: Climb +8, Stealth +5, Swim +8. Treasure Type: XP Value: An amphisbaena appears to be a large snake with two heads. One of these heads is located where a normal snake’s head is located, and the other where a normal snake’s tail ends. Each of the amphisbaena’s heads is capable of independent action – but the two heads are equally capable of working together. Each head has a separate digestive tract, both of which nourish the body, with a cloacae midway from the centre of the body to the head on either side for waste elimination and reproduction. They are bad-tempered, and likely to strike when disturbed, even if not hungry or threatened. Some few (10%) amphisbaenas are hoop snakes, a subspecies which is able to grip their two heads together and roll downhill at three times their normal movement rate. Tactics Amphisbaenas rely upon their poison to subdue prey, and do not constrict. They prefer to attack from a position of stealth whenever possible. They strike repeatedly so long as prey fights back, but wait for their poison to do its work if they can – simply following patiently if prey attempts to escape. Hoop snakes prefer to lair at the top of slopes if possible, to make it easier for them to pursue prey or escape larger predators. Short Form Amphisbaena (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft.; SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8. Hoop Snake (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft., Hoop Movement (60 ft. downhill only); SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8. [/QUOTE]
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