Hollow Serpent
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)
- Speed
- 50 ft., climb 50 ft.
- Init
- +9
- Melee
- 2 bites +23 (4d10+10 plus grab)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +15
- CMB
- +25 (+29 grapple)
- CMD
- 43 (can't be tripped)
- Fort
- +14
- Ref
- +17
- Will
- +18
- DR
- 10/magic and silver
- SR
- 27
- Defensive Abilities
- channel resistance +4, freedom of movement
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.
Agile Maneuvers, Channel Smite, Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Lunge, Toughness, Vital Strike, Weapon Finesse
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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).</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> 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.</p>
Climb +28, Escape Artist +19, Perception +17, Stealth +18
- 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
- Languages
- Aklo; telepathy 100 ft.
- Source
- Bestiary 3
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Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Channel Smite (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lunge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Horrid Wilting (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Waves Of Exhaustion (Spell)House/Core — covered by the site's Section 15.
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