Necrophidian

Necrophidian
Level 4 (+3)
"No...look, it’s beautiful. The form, the movements. This creature is a work of art, nothing less."
——Sendrol the Enchanted, deceased wizard
A Necrophidian appears at first to be an undead, monstrous snake, but closer examination reveals its true nature. It is made up of the bones of hundreds of humanoids with a large, humanoid skull, arranged in the shape of a hideous, skeletal snake. It is a construct made of bone, enchanted with a limited sentience to enable it to guard the domain of its master. They are fortified with paralytic toxins that they can spray at their enemies or inject with a monstrous bite. They can also perform a rhythmic, magically enchanted dance, drawing opponents in to the unnatural and curious movements of the abomination. Being comprised of mostly bone, the Necrophidian, while almost 15 feet in length, weighs only 300 lbs.
Awareness
18
Senses
Darkvision
Initiative
18/1d10
Max HP
131
Resilience: +4
Healing Value: 26
Morale
0
Defenses
AC
20/22
Touch
16
Fort
16
Reflex
18
Will
14
Resistances: Piercing (Imm), Slashing (50%), Poison (Imm), Psychic (Imm), Necrotic (Imm), Radiant (Imm), Holy/Vile/Entropic/Entaxic (Imm), Immune to Sleep, Disease, Death, Paralysis, Pain, Sickened/Nauseated, and Mind-Affecting. Daze Resist (4).
Vulnerabilities:
Attributes / Saving Throws
STR
10 / 14
DEX
18 / 22
CON
15 / 19
INT
4 / 5
WIS
13 / 14
CHA
4 / 5
Saving Throw Modifiers:
Special Actions
Single Mindedness
Free Action
When making a saving throw versus Intelligence or Charisma, the Necrophidian makes a saving throw versus Wisdom instead. (Advanced)
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
At-Will
+7 vs AC (Crit 9%/12)
Paralyzing Bite
1d8+5 damage (ArN 1)
REC 6, Reach 5ft
On a hit, the target is also Slowed [SE, ST 3d10 vs CON]. If the target does not save within 20 segments, the target is Paralyzed [SE, St 3d10 vs CON].
1d10+10 damage
Grapple +13
Special Actions
Necrophidian Actions
On each turn, roll 1d6 to determine the actions available to the Necrophidian.

Any result:
Basic Attack: Make a Bite Attack. (Basic)

3 or more:
Entrancing Dance [REC 6, Mind-Affecting]: Targets all creatures within 30 ft, +5 vs Will. On a hit, the target is Dazed for 2d6 segments or until the target is attacked. While a creature Dazed by this effect, the Necrophidian gains an additional advantage on the target (in addition to the advantage granted by the Dazed condition). A creature can avert its eyes to avoid becoming entranced, granting it a +5 bonus to its Will defense. (Basic)

5 or more:
Paralytic Spray [REC 8]: Targets all creatures within 20 ft cone, +5 vs Reflex. On a hit, the target is Slowed [SE, ST 3d10 vs CON]. If the target does not save within 20 segments, the target is Paralyzed [SE, ST 3d10 vs CON]. (Basic)
Overland Movement
30 mi/day
Qualities
  • Resistance: The Necrophidian's bone construction grants it immunity to Piercing damage and Resist 50% Slashing damage. (inc)
  • Construct: Immune to Poison, Necrotic, Radiant, Alignment Damage, Sleep, Disease, Paralysis, Pain, Sickened/Nauseated, and Death effects. Has Daze Resistance equal to its Physical Rank. Does not eat, sleep or breath. (inc)
  • Mindless: Ignores penalty from intelligence modifier to Initiative, Sensory Skills and Awareness. Additionally, Immune to Psychic damage, Mind-affecting abilities, and Morale Damage. (inc)
  • Natural Armor: AC +4/+6 (inc)
Skills: Rank 3 Climb [+7], Rank 2 Search [+3], Rank 4 Stealth [+3], Rank 3 Listen [+7], Rank 4 Spot [+9]
Feats: Weapon Spec (Bite), Imp. Toughness [2], Improved Grapple
Philosophies: Rank 1 Mental, Rank 4 Physical
Combat Training: Melee 2, Parry 1, Fort 2, Reflex 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common
Composure: -
Charm
-
Coercion
-
Deception
-
Manipulation
-
Persuasion
-
Aloofness
-
Bravery
-
Intuition
-
Tolerance
-
Suspicion
-
Prejudices:
    NA
Motives: Guard