CREATURE 3
Perception +9; darkvision
Skills Acrobatics +9, Athletics +10, Stealth +9
Str +3 Dex +4 Con +0 Int -5 Wis +2 Cha -5
AC 19; Fort +7, Ref +11, Will +9
HP 50; Immunities bleed, mental, poison, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, sickened, unconscious
Speed 25 feet
Melee jaws +8 (agile, finesse), Damage 1d10+3 piercing plus necrophidic paralysis
Dance of Death (enchantment, mental, occult, visual) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours.Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius's next turn.Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius's next turn.Critical Failure As failure, but stunned 3.
Necrophidic Paralysis (incapacitation, occult, necromancy) A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.
Bestiary 2, page 180.
Open Necrophidius in the interactive creatures list or browse all creatures starting with N.