Medium Aberration (Demon, Yuan-Ti), Any Non-Good Alignment
Armor Class 15
Hit Points 110 (19d12 + 40)
Speed
STR
18 (+4)
DEX
19 (+4)
CON
17 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +9
Damage Resistances Acid, Poison
Condition Immunities Restrained
Senses Darkvision, Passive Perception 16
Languages Abyssal, All, Common, Deep Speech
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Serpent Spew. Inside the shadowy cloths that make up this creature, there is a hood with no face, only a 2 headed serpent that peeks through the dark chasm in the hood.

Unfinished Business. When the serpent king is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take action and slithers back into its ring and the wearer of the ring of Amphisbaena is now revealed, unconscious, and prone. After 1d4 hours, the serpent king recovers all of its hit points and can be summoned again. This effect can only be used once. Ever.

Magic Resistance. The serpent king has advantage on saving throws against acid and poison effects.

Final Curse. A creature that reduces the serpent king to 0 hit points must succeed on a DC 17 Charisma saving throw or be cursed.

While cursed, a creature becomes obsessed with the idea that the wrappings of the serpent king contain an important secret, if only they can be properly pieced together, and has its Intelligence score reduced by two each week until the curse is removed. If the creature is below 10 HP when cursed, the creature will go insane and kill itself within 2 weeks

If the serpent king takes 40 or more poison damage from a single source, this trait ceases to function until the serpent king is fully healed.

Actions

Bony Gouge. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 piercing plus 1d10 necrotic damage and the target must succeed on a DC 11 Constitution saving throw or be infected with a 5HP damage tick each round.

Towering Rattle. Charisma-based attack. The Serpent King emits an earth shattering rattle from its jaws, and a pulsing wave of venom and cursed fluids, hypnotizing each creature within 50 feet with a Wisdom score lower than 11. These creatures struggle to keep their sanity. If they have a Wisdom score lower than 11, the creature must use its reaction to melee attack themselves. (if any creature within 50 feet of this attack is twice the size of the serpent king or bigger, the wisdom score needs to be 8 or lower for this attack to take effect)

Paralyzing Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing damage and the target is grappled (escape DC 12). A creature that ends its turn grappled in this way must succeed on a DC 10 Constitution saving throw on its next turn or be Paralyzed until the beginning of its next turn.

Flesh Ripper. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 2d8 + 3 piercing plus 1d4 necrotic damage.

Bonus Actions

Shadow Reach: On a DC 18 Stealth check, the Serpent king can teleport 20 feet to a location it can see without being hit or provoking opportunity attacks.

Reactions

Misdirection (4th Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the serpent king and one other creature within 60 feet teleport to switch places. If the spell targeted the serpent king, its new target becomes whatever is in his place.

Tag Back Hex. As a reaction to being hit with a poison attack/ spell, the Serpent King deals 2 necrotic damage to the any creature within 5 feet.

Death Scream (Recharge 5-6). As a reaction to being hit with any poison damage of 30 hp or higher, the serpent king lets forth a horrid scream that melts flesh and shatters bones. Each creature in a 30 foot cone must succeed on a DC 18 Constitution saving throw or take 3d6 necrotic plus 1d8 thunder damage, or half as much damage on a success.

A creature that fails by 5 or more has blood well up from its eyes, ears and nose, and is Blinded until it takes an action to clear its eyes or receives any magical healing.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Amphisbaena, the Two-Headed Serpent, was once a fearsome creature feared by all who encountered it. With two heads that could strike from multiple directions, and a body that could slither and twist in ways that defied imagination, the serpent was a deadly predator that preyed on anything it could catch.

However, after many battles and defeats, Amphisbaena was eventually defeated and captured by a powerful sorcerer. Rather than kill the serpent, the sorcerer chose to trap its essence inside a ring forged in the deepest pits of hell, where it would be forced to serve as a demonic entity.

As a demon king, Amphisbaena's power and influence were greatly amplified, as it was able to command legions of lesser demons to do its bidding. It was said that anyone who wore the ring would be granted incredible powers, but at a great cost.

Those who wore the ring would feel the serpent's presence within them, a parasitic force that sought to take control of their thoughts and actions. As they grew more and more dependent on the ring's power, they would find themselves losing their humanity, becoming more and more like the demon king that was trapped within.

Amphisbaena's power was not limited to just its ability to control those who wore the ring. It was said that the demon king could also manifest its physical form outside of the ring, though this required a great deal of energy and was rarely attempted. When it did manifest, it would take the form of a massive, two-headed serpent wreathed in dark energy.

Legends also told of a curse that was placed upon the ring, that whoever wore it would never be able to remove it. Even if they were to cut off their finger, the ring would simply reappear on their hand, as though it had a will of its own.

As the years went on, the legend of Amphisbaena the Two-Headed Serpent, incarnated as a demon king trapped inside a ring, only grew more terrifying. It became a cautionary tale, a warning against the dangers of seeking power at any cost, and a reminder of the terrible consequences that could result from making a deal with the forces of darkness.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/22/2023 1:18:33 AM
11
1
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Coming Soon

Monster Tags: Cult of the Black Earth

Habitat: Underdark

JvaleriusC03

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