Library / Bestiary

Hollow Serpent

CR 16.00 Undead NE Large HD 20
This creature looks like an oversized, empty snakeskin, its body covered in barbs and maw filled with jagged teeth.

Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters, hollow serpents are plagued by an eternal hunger they can never sate. The act of draining energy from living creatures blunts these supernatural pangs, driving the hollow serpent to constantly seek new prey.

A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat.

A hollow serpent is 15 feet long and weighs 500 pounds.

HP
230 (20d8+140); fast healing 10
AC
31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, -1 size)
Init
+9
Speed
50 ft., climb 50 ft.
Fort
+14
Ref
+17
Will
+18
BAB
+15
CMB
+25 (+29 grapple)
CMD
43 (can't be tripped)
Melee
2 bites +23 (4d10+10 plus grab)
Space
10 ft.
Reach
10 ft.
DR
10/magic and silver
SR
27
Defensive Abilities
channel resistance +4, freedom of movement
Aura
desiccation aura (30 ft., DC 26)
str
25
+7
dex
29
+9
con
-
int
6
-2
wis
19
+4
cha
22
+6

Weapons: Simple

Channel Negative Energy — As a standard action, a hollow serpent can channel negative energy in a 30-foot burst as a 16th-level evil cleric. This ability requires no divine focus. The save DC is Charisma-based.

constrict (4d10+10 plus energy drain)

energy drain (1 level, DC 26)

Life-Draining Coils — A hollow serpent seethes with negative energy capable of sapping the life force of creatures trapped within its coils. Every time a creature takes constriction damage from a hollow serpent, it gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows.

Swift Strike — When a hollow serpent takes a full-attack action, it can make two bite attacks instead of just one.

Universal Monster Rules

Grab
Grab (bites) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (4d10+10 plus energy drain) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Energy Drain (1 level, DC 26) Su from Universal Monster Rule
This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature's racial HD + the draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Special Abilities

Channel Negative Energy from text
As a standard action, a hollow serpent can channel negative energy in a 30-foot burst as a 16th-level evil cleric. This ability requires no divine focus. The save DC is Charisma-based.
Freedom Of Movement from text
Life-Draining Coils from text
A hollow serpent seethes with negative energy capable of sapping the life force of creatures trapped within its coils. Every time a creature takes constriction damage from a hollow serpent, it gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows.
Swift Strike from text
When a hollow serpent takes a full-attack action, it can make two bite attacks instead of just one.

Feats, Traits & Items

Agile Maneuvers from Feat

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Channel Smite from Feat

Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Lunge from Feat

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Climb +28, Escape Artist +19, Perception +17, Stealth +18

spell-like abilities:
Constant—Freedom Of Movement (DC 20), 1/day—Horrid Wilting (DC 24), 1/day—Waves Of Exhaustion
Details
Type
Undead
Alignment
NE
Size
Large
Environment
any underground
Organization
solitary, pair, or nest (3-8)
Treasure
double
Senses
darkvision 60 ft., lifesense; Perception +17
Aura
desiccation aura (30 ft., DC 26)
Languages
Aklo; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
13 House/Core
  • Uses feat: Agile Maneuvers (Feat) — core content under OGL 1.0a
  • Uses feat: Channel Smite (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Lunge (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Horrid Wilting (Spell) — core content under OGL 1.0a
  • Knows spell: Waves Of Exhaustion (Spell) — core content under OGL 1.0a
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