Amphisbaena (CR 5)

Large Magical Beast
Alignment: Always Neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +13, and Spot +13


AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 6d10+12 (45 hp)
Fort +7, Ref +8, Will +3
Speed: 40 ft., climb 20 ft.
Space: 5 ft. (coiled)/10 ft.
Base Attack +6; Grapple +11
Attack: Bite +8 melee
Full Attack: 2 bites +8 melee
Damage: Bite 1d6+1 plus poison
Special Attacks: Poison
Abilities: Str 13, Dex 16, Con 15, Int 2, Wis 12, Cha 3
Special Qualities: hardened corpse, immunity to cold
Feats: Alertness; Combat Reflexes; Weapon Finesse
Skills: Balance +15, Climb +11, Hide +6, Listen +13, Spot +13, and Tumble +9
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Temperate marshes
Organization: Solitary
Treasure/Possessions: None

Source: Serpent Kingdoms

A creature that resembles a giant pit viper raises two heads, one at each end of its body. Small horns above each eye give it a diabolical appearance.

An amphisbaena is an aggressive pit viper about 13 feet 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.

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 1d8 Constitution. 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 amphisbaena has a +4 racial bonus on Hide and Tumble checks, a +8 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.

Feats: An amphisbaena's Combat Reflexes feat allows it to use both of its heads for attacks of opportunity each round.

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.