Necrophidius
Creature 3 — construct, mindless
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDconstruct
Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +9; darkvision
Skills acrobatics +9, athletics +10, stealth +9
Str
+3
Dex
+4
Con
+0
Int
-5
Wis
+2
Cha
-5
AC 19
Fort +7
Ref +11
Will +9
HP 50
Immunities mental
Weaknesses bludgeoning 5
Speed 25 feet
Offense
Melee Jaws (agile, finesse, unarmed) +8, Damage 1d10+3 piercing plus Necrophidic Paralysis
Abilities
Dance of Death (mental, occult, visual) — The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save.
Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes Off-Guard until the end of the necrophidius's next turn.
Failure The creature is distracted by the swaying, becoming Stunned 1. After it recovers, it is off-guard until the end of the necrophidius's next turn.
Critical Failure As failure, but Stunned 3.
Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is unnerved by the swaying and becomes Off-Guard until the end of the necrophidius's next turn.
Failure The creature is distracted by the swaying, becoming Stunned 1. After it recovers, it is off-guard until the end of the necrophidius's next turn.
Critical Failure As failure, but Stunned 3.
Necrophidic Paralysis (incapacitation, occult) — A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.
WORKS WELL WITH
AnvilLANDDance of Death locks fascinated enemies in place, giving an anvil a free approach and follow-up attacks.
SniperLANDParalyzed or fascinated targets present stationary, clean shots for a sniper operating at range.
ShadeLANDThe necrophidius initiates from stealth with Dance of Death while a shade exploits the resulting confusion.
PUNISHES
✖ clumping✖ low Will✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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