Spiked Serpent (3.5e Creature)
From D&D Wiki
 Spiked Serpent (CR 15)
Authors: JiCi & Mykenko
|Size/Type:||Huge Magical Beast (Aquatic)|
|Hit Dice:||15d10+75 (157 hp)|
|Speed:||10 ft. (8 squares), swim 50 ft.|
|Armor Class:||26 (-2 size, +3 Dex, +15 natural), touch 11, flat-footed 23|
|Attack:||Bite +22 melee (2d8+9 plus 1d8 acid)|
|Full Attack:||Bite +22 melee (2d8+9 plus 1d8 acid) and Sting +17 melee (1d8+4 plus 1d8 acid)|
|Space/Reach:||15 ft. (coiled)/15 ft.|
|Special Attacks:||Acid touch, constrict (2d8+13 plus 1d8 acid), death throes, improved grab, swallow whole, wave|
|Special Qualities:||Darkvision 60 ft., immunity to acid, low-light vision, amphibious, barbed scales.|
|Saves:||Fort +14, Ref +12, Will +7|
|Abilities:||Str 28, Dex 16, Con 20, Int 3, Wis 14, Cha 6|
|Skills:||Listen +22, Spot +22|
|Feats:||Power Attack, Alertness, Improved Natural Attack (sting), Dodge, Mobility, Spring Attack.|
|Advancement:||16-25 HD (Huge); 26-40 HD (Gargantuan)|
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A huge snake rises up from the water, creating a strong wave of water around it. It looks like a constrictor with many spikes protruding from its back, ending with a wicked stinger. It bares two long and serrated fangs and both are coated with a strong acid, as well as its stinger. Its eyes are round and menacing, which is enough to paralyse a prey with fear.
Born from the deep abysses of the ocean, the spiked serpent is a terrifying beast that hunts submerged underground caves and poses a serious threat to explorers and inhabitants alike. Despite the stories about lost expeditions and severely injured survivors, hunters are nonetheless interested at killing this beast and returning with its head, its fangs or its spikes. Not many specie has been seen up to now. Spiked serpents, being very territorial, can engage into fight, but the death of a spiked serpent might result in the death of its opponent. A spiked serpent measures about 30 feet long and has a body diameter of 10 feet. It weighs around 1 ton.
When hunting, a spiked serpent can either ambush its prey by spring behind it and swallow it or follow it and then snatch it. Against land bound creatures, it surfaces multiple times to create waves in order to push its opponents into the water or near the borders. Against large or heavily-armored creatures, it grabs them and shreds them against its spikes and then it tries to swallow it. If outmatched, it simply retreats but tries to get its revenge later.
Amphibious (Ex): A spiked serpent, despite the aquatic subtype, can breathe both air and water, and can survive indefinitely on land.
Acid Touch (Ex): A mere touch from a spiked serpent is acidic. Its natural weapons deals an additional 1d8 points of acid damage.
Barbed Scales (Ex): The spikes on a spiked serpent’s back are also used for defense. Any creature hitting the spiked serpent with a natural weapon or an unarmed strike takes damage as being hit by the spiked serpent’s sting.
Constrict (Ex): On a successful grapple check, a spiked serpent deals 2d8+13 points of damage plus 1d8 of acid.
Death Throes (Ex): When killed, a spiked serpent turns bursts in an explosion that deals 10d6 points of acid damage and 5d6 points of piercing damage to everything within 90 feet (Reflex half DC 22). The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a spiked serpent must hit with its bite 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 attempt to swallow the foe the following round or to constrict.
Swallow Whole (Ex): A spiked serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+13 points of crushing damage plus 8 points of acid damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 18 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge spiked serpent’s interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Wave (Ex): Every time the spiked serpent erupts from the water, it creates a tidal wave that washes everything in its path. The intensity of the wave depends on spiked serpent’s traveled distance. A 5-foot adjustment doesn’t create a wave. A move-action creates a wave 2-1/2 feet high. A double move creates a wave 5 feet high. A run action creates a wave 10 feet high. All three effects are treated as fast-moving water. A successful Strength check prevents a character from being swept away and landing prone. These checks are DC 12, DC 17 and DC 22 respectively. For gargantuan spiked serpents, increase the DC checks by 5. For ships, treat as light surf for the 5 feet high wave and heavy surf for the 10 feet high wave.