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/Actions: 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

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.

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.