Saturday, August 05, 2006

Amphisbaenae, Greater and Lesser


These two beasties were the first creatures in my attempt to convert creatures from Jose Luis Borges' "Book of Imaginary Beings" to 3.5 ed Dungeons and Dragons. I later discovered that the Amphisbaena (the type I call the Lesser Amphisbaena) was one of the OD&D creatures converted in Necromancer Games' Tome of Horrors; I'm not sure how their version compares to mine, but mine is below, and free.


Amphisbaena, Lesser
Small Magical Beast
Hit Dice:
1d10 (6 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
11 (+1 size, + Dex, + natural), touch 13, flat-footed 15
Base Attack/Grapple:
+4/-6
Attack:
Bite +4 melee (1d4-2 plus poison)
Full Attack:
2 Bites +4 melee (1d4-2 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Poison, Rend, improved grab

Special Qualities:
Darkvision 60ft, low-light vision, natural illumination
Saves:
Fort +2, Ref +5, Will +1
Abilities:
Str 7, Dex 17, Con 11, Int 6, Wis 12, Cha 4
Skills:
Balance +13, Climb +9, Hide +9, Listen +11, Spot +11, Swim +6
Feats:
Weapon Finesse
Environment:
Warm or cold deserts, underground.
Organization:
Solitary
Challenge Rating: 2

Treasure: None

Alignment: Usually neutral evil.
Advancement:
HD (Medium); HD (Large)
Level Adjustment: -

This creature has a fanged head at both ends of its snake-like body; it's eyes shed a faint light as it advances, sometimes slithering on its belly, sometimes rolling like a hoop.

Amphisbaenae are a relative of snakes (and some say dragons and medusas) that live in deserts, tundra and underground. They are mostly insectivorous, but they are also quite intelligent and not above following larger predators to scavenge for carrion. Unlike most reptiles, the amphisbaena is warm blooded and not adverse to the cold. Amphisbaena lay eggs, and these eggs are highly prized by collectors, since larger, misshapen eggs may harbour a fearsome greater Amphisbaena that can be trained as a guard or mount. Amphisbaena are surprisingly placid around reptilian creatures, and are often kept as pets by kobolds or medusas.

COMBAT

Amphisbaenae tend to attack from hiding unless in total darkness; they will tend to use improved grab on opponents of small size or below, but switch to bite attacks (and the opportunity to use rend) on larger opponents. Amphisbaenae will often watch a combat from hiding in hopes of picking off wounded individuals from either side.

Posion (Ex): Amphisbaenae have a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC for this poison is 10.

Rend (Ex): An Amphisbaena that hits with two bite attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4-4 (plus poison) points of damage.

Improved Grab (Ex): To use this ability, an amphisbaena must hit a creature of medium size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Natural Illumination (Su): The eyes of an amphisbaena radiate light equivalent to a candle (5ft. shadowy illumination).

Skills: Amphisbaenae have a +8 racial bonus on Listen, Spot and Balance checks, and a +4 racial bonus to Hide and Climb checks. An amphisbaena uses its Dexterity modifier for Climb checks. Amphisbaenae have a +6 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.


Amphisbaena, Greater
Large Dragon
Hit Dice:
6d12+12 (51 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), fly 60 ft. (poor)
Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+6/+14
Attack:
Bite +10 melee (2d6+4 plus poison) or talon +8 melee
Full Attack:
2 Bites +10 melee (2d6+4 plus poison) and 2 talons +8 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Poison, rend, improved grab

Special Qualities:
Darkvision 60ft, low-light vision, natural illumination, immunity to sleep and paralysis.
Saves:
Fort +7, Ref +7, Will +6
Abilities:
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Skills:
Hide +7, Listen +16, Move Silently +7, Spot +16
Feats:
Multiattack,
Environment:
Warm or cold deserts and hills.
Organization:
Solitary
Challenge Rating: 7

Treasure: Standard

Alignment: Usually neutral evil.
Advancement:
7-10 HD (Huge) 11-20 HD (Gargantuan)
Level Adjustment: -

This creature resembles an enormous snake with a head at both ends of its body; its eyes glow with an otherworldly flame, illuminating the area around it. The creature stands on two bird-like legs at the centre of its body, and above them beat two wide feathered wings.

The greater amphisbaena, born of its smaller, snake-like kin, reveals the true draconic ancestry of the species. A greater amphisbaena is usually around 15 feet long, with a wingspan of about 20ft. A greater amphisbaena's wings are often tattered, and their plumage usually white, grey or black. Greater amphisbaena are quite intelligent, and can be tamed and trained as mounts if hand reared; they often serve this role for kobolds, medusas, lizardfolk and other reptilian races.

COMBAT

Posion (Ex): Greater amphisbaenae have a poisonous bite that deals initial and secondary damage of 2d6 Con. The save DC for this poison is 13.

Rend (Ex): A greater amphisbaena that hits with two bite attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 4d6+8 (plus poison) points of damage.

Improved Grab (Ex): To use this ability, an amphisbaena must hit a creature of medium size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Natural Illumination (Su): The eyes of a greater amphisbaena radiate light equivalent to a torch (clear illumination in a 20ft. radius, 40ft. of shadowy illumination).

Skills: Greater amphisbaenae have a +8 racial bonus on Listen and Spot checks.


2 comments:

Anonymous said...

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