Amphisbaena, Immature (CR 1)

Small Magical Beast
Alignment: Always Neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5


AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 2d10+4 (18 hp)
Fort +7, Ref +8, Will +3
Speed: 60 ft., climb 30 ft.
Space: 1 ft. (coiled)/4 ft.
Base Attack +1; Grapple +5
Attack: Bite +5 melee
Full Attack: 2 bites +5 melee
Damage: Bite 0 plus nonlethal poison
Special Attacks: Poison - blisters
Abilities: Str 1, Dex 12, Con 10, Int 2, Wis 12, Cha 3
Special Qualities: immunity to cold
Feats: Alertness
Skills: Balance +10, Climb +5, Hide +6, Listen +5, Spot +5, and Tumble +9
Advancement: 3-5 HD (Medium)
Climate/Terrain: Temperate marshes
Organization: Clutch (40-50)
Treasure/Possessions: None

Source: Converted

An immature amphisbaena is a pit viper between 1-foot and 5-foot long with a head at each end of its body. Small horns above each eye help the creature to rip the skin that bunches at its middle when it molts. The coloration of its scales is as varied as that of vipers.

Short distances are navigated with an odd sidewinding motion similar to that of many other snakes. The creature typically travels longer distances by retracting its fangs, grasping one of its necks with the other mouth, and rapidly rolling along like a hoop.

While adult amphisbaena are aggressive, the young somewhat docile, leading unaware humans to leave them alone.

Combat

An amphisbaena can attack with both its heads simultaneously, and each head may strike a separate target if desired. Moreover, an amphisbaena's two heads give it an advantage over normal snakes in that it can feed and defend against threats at the same time.

Poison (Ex): Bite, Fortitude DC 15, initial and secondary damage nonlethal skin blisters. The save DC is Constitution-based.

Hardened Corpse (Su): Just before death, an amphisbaena attempts to bite one head with the other. If it succeeds, its body turns to hardened stone upon death.

Skills: An immature amphisbaena has a +6 racial bonus on Hide checks, a +9 racial bonus on Tumble checks, a +5 racial bonus on Climb, Listen, and Spot checks, and a +12 racial bonus on Balance checks.

An amphisbaena can always choose to take 10 on a Climb check, even if rushed or threatened. An amphisbaena can use either its Strength or its Dexterity modifier for Climb checks, whichever is better.

In the Realms

In the Battledale town of Chariton, a clutch of amphisbaenae hatched some years ago. Finding the young somewhat docile, the citizens left them alone. But after hibernating and growing to immense proportions (as most specimens of the Ashaba strain do), the amphisbaenae devoured nearly all of the town's residents, leaving Chariton a ghost town. The amphisbaenae have since moved on to the forests near the Fool of Yeven, the Deeping Stream, and Lake Sember.