Spirit Constrictor (CR 6)
Huge Outsider (Native)
Alignment: Always Neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., scent, Listen +23, and Spot +23
AC: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Hit Dice: 11d8+11 (60 hp)
Fort +8, Ref +10, Will +10
Speed: 40 ft., climb 20 ft., swim 20 ft.
Space: 15 ft./10 ft.
Base Attack +11; Grapple +26
Attack: Head +16 melee or tail slap +16 melee
Full Attack: Head +16 melee and tail slap +11 melee
Damage: Head variable, tail slap 1d8+10
Special Attacks/Actions: Constrict 1d8+10, improved grab, summon snakes, survive headlessness, variable head
Abilities: Str 25, Dex 17, Con 13, Int 4, Wis 16, Cha 13
Special Qualities: immunity to cold, death magic, mind-affecting spells and abilities, poison, and sleep, rejuvenation, survive headlessness
Feats: Alertness, Endurance, Skill Focus (Hide), Track,
Skills: Climb +15, Hide +22, Listen +23, Move Silently +17, Spot +23, Survival +17, and Swim +15
Advancement: 12-16 HD (Huge); 17-33 HD (Gargantuan)
Climate/Terrain: Warm or temperate forests
Constrict (Ex): On a successful grapple check, a spirit constrictor deals 1d8+10 points of damage.
Improved Grab (Ex): To use this ability, a spirit constrictor must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Rejuvenation (Ex): If a spirit constrictor is killed its body vanishes. If the constrictor succeeds on a DC 16 level check, it reappears at the site of its death 2d4 days later, alive and fully healed, even if its previous death completely destroyed its body.
Summon Snakes (Sp): Once per day a spirit constrictor can summon its young, which have also been transformed into living glass. This summons 2d4 constrictor snakes with a +10 racial bonus on Hide checks. This ability is the equivalent of a 4th-level spell.
Survive Headlessness (Ex): A spirit constrictor does not need a head to live. It can be decapitated by a vorpal weapon and will not automatically die, although it can still be killed by the normal damage from a decapitating blow. A spirit constrictor can sense its surroundings without penalty while headless.
Variable Head (Ex): A spirit constrictor always bears the head of its last victim. When encountered and the last victim isn't known, roll 1d6 to randomly determine the current head of a spirit constrictor.
- 1.) Ogre Head with unarmed strike (1d4+7 nonlethal)
- 2.) Medusa Head with petrifying gaze (30 ft. range, Fort DC 16, Cha-based) and poisonous snakes attack (1d4+3 plus poison, Fort DC 16, 1d6 Str initial, 2d6 Str secondary, Con-based). Increase CR by +2
- 3.) Deer Head with gore attack (1d6+3)
- 4.) Giant Raven Head with bite attack (1d6+3) and eye gouge attack (if bite confirms critical, DC18 or lose sight in one eye for permanent dazzle, or blindness if rendered eyeless, healed by remove blindness/deafness, Dex-based)
- 5.) Krenshar Head with bite attack (1d6+3) and scare (as scare spell, Will DC 13).
- 6.) Ettercap Head with poisonous bite attack (1d8+3 plus poison, Fort DC 18, 1d6 Str initial, 2d6 Str secondary, Con-based with +2 racial bonus). Increase CR by +1
Skills: Spirit constrictors have a +4 racial bonus on Listen and Spot checks, a +8 racial bonus on Balance and Climb checks, and a +10 racial bonus on Hide checks due to its transparent body. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 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.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.