Large Monstrosity, Neutral
Armor Class 16 Natural Armor
Hit Points 64 (8d10 + 24)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +6
Skills Perception +3
Damage Resistances Poison
Condition Immunities Prone
Senses Blindsight 10 ft., Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Two-Headed. The amphisbaena has advantage on Wisdom (Perception) checks and on wisdom saving throws. It is impossible to gain any benefit from flanking the amphisbaena.

Regeneration. The amphisbaena regains 10 hit points at the start of its turn. If the amphisbaena takes acid or fire damage, this trait doesn't function at the start of it's next turn. The amphisbaena dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The amphisbaena may make two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Description

Amphisbaena are vicious two-headed serpents noted for their ability to regenerate. They are said to be minions of the Mulhorandi deity Set, and are easily swayed to follow an evil master. They have a potent poison, that becomes even more so when it is injected from two separate heads.

Monster Tags: Misc Creature

Habitat: DesertForestGrasslandSwamp

TheNurge

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