Amphisbaena

These strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground.

Environment

Coastal, Swamp, Underwater

Token

Amphisbaena

Medium Monstrosity, Unaligned


  • Armor Class 14
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft., Swim 30 ft.
  • Initiative +4 (14)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4)
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- Skills Perception +2
- Senses Blindsight 10 ft., Passive Perception 12
- Languages —
- Challenge 1/2 (XP 100; PB +2)
- Proficiency Bonus +2
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Two Heads. The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The amphisbaena makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.