Amphisbaena King
The King of the Dual Serpents CR 49
Amphisbaena King Main Head
Power Level: 2205 | CR: 16 | |
---|---|---|
Strength: 8 | Dexterity: 3 | Mind: 0 |
Fortitude: 10 | Reflex: 5 | Willpower: 4 |
Vitality: 442 | Life Points: 5 | |
Base Attack Bonus: 2 | Damage Reduction: 15 | |
Defense Bonus: +2 | Parry Bonus: 0 | |
Combat Speed: 30ft Land/60ft Fly | Agility: 2 | Footwork: 1 |
Magic Reserve: 0 | Magic Potency: 0 | Magic Energy Threshold: 0 |
Awareness: +1 | Climb: 4 | Insight: +0 |
Jump: + 0 | Open Lock: 0 | Sleight of Hand: +0 |
Speech: +0 | Stealth: +3 | |
Name + Attack Bonus | Damage | |
Attack 1 | Pounce and Bite +7 to hit | 12 True Damage +2d8+32 Damage + 1d10+3 Poison Damage |
Amphisbaena King Secondary Head
Power Level: 1555 | CR: 8 | |
---|---|---|
Strength: 8 | Dexterity: 4 | Mind: 0 |
Fortitude: 10 | Reflex: 6 | Willpower: 4 |
Vitality: 182 | Life Points: 5 | |
Base Attack Bonus: 1 | Damage Reduction: 15 | |
Defense Bonus: +3 | Parry Bonus: 0 | |
Combat Speed: 0 | Agility: 0 | Footwork: 0 |
Magic Reserve: 0 | Magic Potency: 0 | Magic Energy Threshold: 0 |
Name + Attack Bonus | Damage | |
Attack 1 | Pounce and Bite +7 to hit | 12 True Damage +2d8+32 Damage + 1d10+3 Poison Damage |
Fighting Style
Both heads of the amphisbaena king roll engagements separately and are allowed to take their own turns. Despite being two independent minds, both heads will fight with near perfect synchronicity. Amphisbaena kings will usually approach all fights the same way. They will use their flight to keep out of reach of any potential danger and allow their secondary head to strike as the primary body flies on by. This allows the amphisbaena king to deliver its venom and simply circle overhead until its victim is weakened by it. Once enough time has passed, the king will then swoop down and finish them off with a barrage of powerful bites. Another tactic used by amphisbaena kings is a grab and drop combination. The primary head will fly by and allow the second head to snatch a victim from the ground by constricting it. The primary head will then fly the pair up high into the sky and then drop their prey to their death below. Both heads of the amphisbaena king may strike targets up to 25ft away and may be up to 70ft apart before they are stretched too far to attack.Primary Attacks
- Grappling Bite: The creature may perform a bite attack followed by an immediate grapple attempt (fort vs fort or fort vs ref-1) if the bite hits. Bite damage is halved for this attack.
- Poison: Every successful bite attack deals 1d10 + 3 bonus damage. The victim must pass a DC 13 Fortitude check or lose 1 life point every 8 hours
- Pounce: The creature may leap at attackers up to 10ft away once per round. (Once per head)
- Submission: At the beginning of each round the creature holds its target in a pin, the target takes 15 true damage.
How to Fight an Amphisbaena King
Amphisbaena kings are aggressive fighters that use their venom as an easy way to end a fight early. Antivenom crafted from the venom of regular amphisbaena works just as well on king venom. Having several vials of that on hand is crucial to surviving an encounter with a king. If you do get bit with antivenom, you and your squad better bring that beast down quickly with ranged combat because it will likely not come within the range of your weapons unless it feels heavily threatened by your ranged attacks. Even if it does swoop within its striking range, it is unlikely that you will be able to get past its superior reach advantage in the air without hunting tactics or magical means. Your best bet at striking this beast with a melee weapon is to take on a defensive stance and strike it with ripostes or ready an attack for when its head is within your range during one of its attacks.Weapon Arts/Arcane Arts
• Main Head:• Agility 2
• Grappling Bite
• Frightful Presence
• Constriction (Submission)
• Pounce
• Footwork 1
• Weapon Efficiency 4 ranks
• Weapon Practice
• Weapon Proficiency
• Secondary Head:
• Grappling Bite
• Lunge
• Submission
• Weapon Practice
• Weapon Efficiency 4 ranks
Basic Information
Anatomy
Amphisbaena kings look like large serpents with a head on each end and 3 sets of wings used for flight. Each head controls half of its body, but typically both heads work together with nearly perfect harmony. Amphisbaena kings are much larger than their lesser cousins and can grow to be up to 90ft long and weigh almost 3000lbs.
Ecology and Habitats
Amphisbaena kings are amphibious creatures and prefer hot wet environments like swamps and jungles.
Additional Information
Uses, Products & Exploitation
Magical Particles: 220 Panacea, 25 Aether
An amphisbaena's fangs possess a significantly large amount of panacea. The fangs have a combined weight of 30lbs. Their brain cortex contains a small amount of aether as well weighing roughly 8lbs.
Amphisbaena king venom is a contact poison that can be applied to weapons. The next 10 attacks with a poisoned weapon deal an additonal 1d10+3 damage and 1 life point damage every 8 hours after a failed DC 14 fortitude check.
Amphisbaena king venom is a contact poison that can be applied to weapons. The next 10 attacks with a poisoned weapon deal an additonal 1d10+3 damage and 1 life point damage every 8 hours after a failed DC 14 fortitude check.
Perception and Sensory Capabilities
Amphisbaena kings can detect the presence of other creatures by their heat signature. It can be nearly impossible to catch an amphisbaena king off guard since at least one of its heads is awake and alert at any given point.
Average Weight
3000lbs (Size Category: Huge)
Remove these ads. Join the Worldbuilders Guild
Comments