Re: Basic Fantasy Field Guide 2
Posted: Fri Jun 02, 2017 6:58 am
Geminate Serpent
A Geminate serpent is very long double headed snake, it's heads are similar to those of a dragon, the two are commonly mistaken if the whole creature is not seen. A Geminate serpent moves around via slithering as a snake does, usually under the cover of darkness, natural fogs or its unique, smoke-like breath. These creatures are of elvish origin and live just as long if not longer. Similarly to many other creature that live a long time a Geminate serpent can be categorized based on its age into several age categories ranging from 1 to 7.
A Geminate serpent uses its long bodies to restrain its victims in combat; a serpent can carry and crush one creature per 20' of its body length. Creatures crushed take subduing damage and are taken to the lair unconscious for the young to meet. Creatures that are caught have their armor, weapons and shiny or dangerous looking items removed, such as books from robed fellows. These items are then stored in the serpent’s treasure pile. Creatures caught are kept in a hole that is as deep as half the parents length, once every two days a creature is removed to fight the child by itself under the supervision of the parent. Those who are winning will be put dropped back into the hole with the others or eaten if none have been eaten or killed by the child for 3 days.
Geminate serpents live to breed and will always have a child in their lair. An adult female of this species will take care of its young until they are going through their second or third stage of age categorization. During this time the parents will take turns hunting for food, bringing back unconscious and alive creatures if possible. If for there is only one parent the child will accompany them on hunts for non-intelligent creatures. If a Geminate serpent is with its young it will have a moral of 12 and will never leave its side even if it means its own death. Parents will try to kill any threats in the immediate area if they believe they are able to do so.
Each Geminate serpent may use its breath weapon as many times a day as its hit dice. It may however only use its breath weapon every other round. It can use a non-empowered version (basically just fog) for use as cover as often as it likes. Breath from Geminate serpents has unusual effects and will effect those with hit dice less than or equal to its own hit dice unless otherwise stated or a save vs dragon breath is made, creatures with at least five hit dice less than the hit dice of the Serpent do not get a save. These breaths will stay in the area until turns equal to the age category of the serpent has passed. The breath weapons are long lines emitting from the mouth of the serpent with the specified lengths and widths, breaths being as tall as they are wide. Each Geminate serpent is immune to its own breath weapon and all spells or poisons that replicate the effect.
Geminate serpents all speak their own language, Serpent, and have a set chance of knowing elvish dependent on their age category; this chance is specified in the tables below each type.
Geminate serpent, Green
Armour Class: 21
Hit Dice: 10**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d10/2d10, breath or 2d8*
Movement: 30'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 10
Morale: 8
Treasure Type: H
XP: 1300
Green Geminate Serpents are considered the most cowardly of all the serpents, they live in swamps, marshes and dense forests. Eating mostly deer and other similarly sized creatures they are scarcely seen by people. If a green serpent comes across a group of adventurers or is attacked by one it will throw up a smokescreen and imitate a dragon until it has agreed upon a deal to get rid of the adventurer, scared it away or put it to sleep. If it is known that the adventurer will revel the location of its lair it will go on an all out attack to prevent this.
Geminate serpent, White
Armour Class: 20
Hit Dice: 8**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d8/2d8, breath or 2d6*
Movement: 40'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 9
Morale: 10
Treasure Type: H
XP: 1500
White Geminate serpents are the shortest of their species, living near and on mountains where it snows a lot. Seeking out humans to capture as they provide the most entertainment and best training for their young. White serpents attack by burying themselves in snow and jumping at opponents surprising on a 1-4 on a D6. The White Geminate Serpents use its web-breath to ensnare opponents when surprised and drags them back to its lair in the web. The lairs of white geminate serpents are usually underground burrows spun with webs to ensnare any unwary travelers, a white geminate serpents web does not disappear like the spell but will remain for up to years equal to the age category of the serpent. Just like the spell Web the web produced by a white geminate serpent is highly flammable.
Geminate Serpent, Blue
Armour Class: 19
Hit Dice: 7**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d12/2d12, breath or 3d4*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 11
Morale: 11
Treasure Type: H + L
XP: 1700
Blue Geminate serpents live in colder more humid climates on top of hills and the like. Blue serpents feed off farmers and livestock it captures from the outskirts of towns and cities, using its breath to freeze its opponent and drag it back to its lair. creatures frozen are unable to do anything aside breath for 1d8 hours, once in a Blue geminate serpents lair they are frozen to the roof above where the serpent sleeps with its mouths agape waiting for any that try to escape to fall. Many captured creatures are simply left frozen to the roof if they do not provide enough struggle or have died. Each limb of a creature frozen to the roof can withstand 150 lb of weight before breaking.
Geminate Serpent, Bone
Armour Class: 23
Hit Dice: 11**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d10/2d10, breath or 3d6*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 12
Morale: 10
Treasure Type: H
XP: 2000
A bone Geminate serpent is skeletal being, not requiring food to live it hunts for fun and to train its young, this has lead to them being the most feared of them all. Bone Geminate Serpents lie on their back and play dead to surprise their prey on a roll of 1-3 on a d6. Unlike most of its species Bone Geminate Serpents cannot breath but rather can cast the spell bones to blades instead, this turns the bones on its body to blades giving it improved armor class and damage, this also counts as a magic weapon. Once a day it can cast raise dead on all creature within a 30' radius that lasts the same amount of rounds as it's age category, this is what it uses to train its children. As a Bone Geminate Serpent does not need its prey alive constricting victims does real damage rather than subduing.
Geminate Serpent, shadow
Armour Class: 21
Hit Dice: 8**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d12+energy drain (1 level)/2d12+energy drain (1 level), breath or 2d4*
Movement: 10'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 11
Morale: 7
Treasure Type: H
XP: 2200
Shadow Geminate Serpents are dark beings, living in the shadows they are seldom seen. These serpents were born of the shadow and cannot move outside of one, if they do they take 2d8 damage each round they are in direct sun or moonlight; if they die in light they turn to ash. The Shadow Geminate Serpent moves silently with the same skill as a thief of double its age category. They use this to pick victims off the back of groups and weaken them in preparation for their child. If their cover is blown they are very likely to run away and try again later. To aid them in this their breath has the same effect a the spell darkness.
Geminate Serpent, Sea
Armour Class: 19
Hit Dice: 7**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d4/2d4, breath or 1d6*
Movement: Swim 60', Slither 20'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 13
Morale: 10
Treasure Type: H + J
XP: 1500
Sea Geminate Serpents live in oceans and other large bodies of water. Each bite a Sea Geminate Serpent takes has a 30% chance of paralyzing the target unless a save is made. Excelling in underwater combat Sea Geminate Serpents prefer to blast their opponents off ships and boats by firing water from its mouth, however once this has been done it must spend 1d4-1 rounds underwater filling up to do this again, any hit by a water spray will be move the by five times that age category feet away from the Geminate Serpent usually off their ship, a save vs dragon breath can be made to dodge. Sea Geminate Serpents do not have lungs and can only spent 5 rounds above water before needing to dive again, they must be submerged for at least 1 round to fully replenish their breath. Sea Geminate Serpents have their lairs in underwater caves in the shallows safe from water dwelling creatures.
Geminate Serpent, Pleasant
Armour Class: 22
Hit Dice: 10**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 3d8/3d8, breath or 3d6*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 12
Morale: 10
Treasure Type: H + K
XP: 1800
A Pleasant Geminate Serpent is a cruel being, its unique ability allows it to hide in plain sight; any whom look upon this creature can see it and are usually overcome with fear until they look away. Those who look away will not remember seeing the creature and will not know that it exists. Using this a Pleasant geminate Serpent simply slithers up to its prey and picks them up. Its breath weapon has a similar effect and will wipe the memories of all creatures caught for a length of time before the breath stated below, this also fills the heads affected with pleasant memories of the time forgotten. Any who save against this twice successful become immune to it.
A Geminate serpent is very long double headed snake, it's heads are similar to those of a dragon, the two are commonly mistaken if the whole creature is not seen. A Geminate serpent moves around via slithering as a snake does, usually under the cover of darkness, natural fogs or its unique, smoke-like breath. These creatures are of elvish origin and live just as long if not longer. Similarly to many other creature that live a long time a Geminate serpent can be categorized based on its age into several age categories ranging from 1 to 7.
A Geminate serpent uses its long bodies to restrain its victims in combat; a serpent can carry and crush one creature per 20' of its body length. Creatures crushed take subduing damage and are taken to the lair unconscious for the young to meet. Creatures that are caught have their armor, weapons and shiny or dangerous looking items removed, such as books from robed fellows. These items are then stored in the serpent’s treasure pile. Creatures caught are kept in a hole that is as deep as half the parents length, once every two days a creature is removed to fight the child by itself under the supervision of the parent. Those who are winning will be put dropped back into the hole with the others or eaten if none have been eaten or killed by the child for 3 days.
Geminate serpents live to breed and will always have a child in their lair. An adult female of this species will take care of its young until they are going through their second or third stage of age categorization. During this time the parents will take turns hunting for food, bringing back unconscious and alive creatures if possible. If for there is only one parent the child will accompany them on hunts for non-intelligent creatures. If a Geminate serpent is with its young it will have a moral of 12 and will never leave its side even if it means its own death. Parents will try to kill any threats in the immediate area if they believe they are able to do so.
Each Geminate serpent may use its breath weapon as many times a day as its hit dice. It may however only use its breath weapon every other round. It can use a non-empowered version (basically just fog) for use as cover as often as it likes. Breath from Geminate serpents has unusual effects and will effect those with hit dice less than or equal to its own hit dice unless otherwise stated or a save vs dragon breath is made, creatures with at least five hit dice less than the hit dice of the Serpent do not get a save. These breaths will stay in the area until turns equal to the age category of the serpent has passed. The breath weapons are long lines emitting from the mouth of the serpent with the specified lengths and widths, breaths being as tall as they are wide. Each Geminate serpent is immune to its own breath weapon and all spells or poisons that replicate the effect.
Geminate serpents all speak their own language, Serpent, and have a set chance of knowing elvish dependent on their age category; this chance is specified in the tables below each type.
Geminate serpent, Green
Armour Class: 21
Hit Dice: 10**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d10/2d10, breath or 2d8*
Movement: 30'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 10
Morale: 8
Treasure Type: H
XP: 1300
Green Geminate Serpents are considered the most cowardly of all the serpents, they live in swamps, marshes and dense forests. Eating mostly deer and other similarly sized creatures they are scarcely seen by people. If a green serpent comes across a group of adventurers or is attacked by one it will throw up a smokescreen and imitate a dragon until it has agreed upon a deal to get rid of the adventurer, scared it away or put it to sleep. If it is known that the adventurer will revel the location of its lair it will go on an all out attack to prevent this.
Geminate serpent, White
Armour Class: 20
Hit Dice: 8**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d8/2d8, breath or 2d6*
Movement: 40'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 9
Morale: 10
Treasure Type: H
XP: 1500
White Geminate serpents are the shortest of their species, living near and on mountains where it snows a lot. Seeking out humans to capture as they provide the most entertainment and best training for their young. White serpents attack by burying themselves in snow and jumping at opponents surprising on a 1-4 on a D6. The White Geminate Serpents use its web-breath to ensnare opponents when surprised and drags them back to its lair in the web. The lairs of white geminate serpents are usually underground burrows spun with webs to ensnare any unwary travelers, a white geminate serpents web does not disappear like the spell but will remain for up to years equal to the age category of the serpent. Just like the spell Web the web produced by a white geminate serpent is highly flammable.
Geminate Serpent, Blue
Armour Class: 19
Hit Dice: 7**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d12/2d12, breath or 3d4*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 11
Morale: 11
Treasure Type: H + L
XP: 1700
Blue Geminate serpents live in colder more humid climates on top of hills and the like. Blue serpents feed off farmers and livestock it captures from the outskirts of towns and cities, using its breath to freeze its opponent and drag it back to its lair. creatures frozen are unable to do anything aside breath for 1d8 hours, once in a Blue geminate serpents lair they are frozen to the roof above where the serpent sleeps with its mouths agape waiting for any that try to escape to fall. Many captured creatures are simply left frozen to the roof if they do not provide enough struggle or have died. Each limb of a creature frozen to the roof can withstand 150 lb of weight before breaking.
Geminate Serpent, Bone
Armour Class: 23
Hit Dice: 11**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d10/2d10, breath or 3d6*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 12
Morale: 10
Treasure Type: H
XP: 2000
A bone Geminate serpent is skeletal being, not requiring food to live it hunts for fun and to train its young, this has lead to them being the most feared of them all. Bone Geminate Serpents lie on their back and play dead to surprise their prey on a roll of 1-3 on a d6. Unlike most of its species Bone Geminate Serpents cannot breath but rather can cast the spell bones to blades instead, this turns the bones on its body to blades giving it improved armor class and damage, this also counts as a magic weapon. Once a day it can cast raise dead on all creature within a 30' radius that lasts the same amount of rounds as it's age category, this is what it uses to train its children. As a Bone Geminate Serpent does not need its prey alive constricting victims does real damage rather than subduing.
Geminate Serpent, shadow
Armour Class: 21
Hit Dice: 8**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d12+energy drain (1 level)/2d12+energy drain (1 level), breath or 2d4*
Movement: 10'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 11
Morale: 7
Treasure Type: H
XP: 2200
Shadow Geminate Serpents are dark beings, living in the shadows they are seldom seen. These serpents were born of the shadow and cannot move outside of one, if they do they take 2d8 damage each round they are in direct sun or moonlight; if they die in light they turn to ash. The Shadow Geminate Serpent moves silently with the same skill as a thief of double its age category. They use this to pick victims off the back of groups and weaken them in preparation for their child. If their cover is blown they are very likely to run away and try again later. To aid them in this their breath has the same effect a the spell darkness.
Geminate Serpent, Sea
Armour Class: 19
Hit Dice: 7**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 2d4/2d4, breath or 1d6*
Movement: Swim 60', Slither 20'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 13
Morale: 10
Treasure Type: H + J
XP: 1500
Sea Geminate Serpents live in oceans and other large bodies of water. Each bite a Sea Geminate Serpent takes has a 30% chance of paralyzing the target unless a save is made. Excelling in underwater combat Sea Geminate Serpents prefer to blast their opponents off ships and boats by firing water from its mouth, however once this has been done it must spend 1d4-1 rounds underwater filling up to do this again, any hit by a water spray will be move the by five times that age category feet away from the Geminate Serpent usually off their ship, a save vs dragon breath can be made to dodge. Sea Geminate Serpents do not have lungs and can only spent 5 rounds above water before needing to dive again, they must be submerged for at least 1 round to fully replenish their breath. Sea Geminate Serpents have their lairs in underwater caves in the shallows safe from water dwelling creatures.
Geminate Serpent, Pleasant
Armour Class: 22
Hit Dice: 10**
No. of Attacks: 2 bite, 1 breath or constrict*
Damage: 3d8/3d8, breath or 3d6*
Movement: 50'
No. Appearing: Lair 1d3 +1
Save As: Fighter: 12
Morale: 10
Treasure Type: H + K
XP: 1800
A Pleasant Geminate Serpent is a cruel being, its unique ability allows it to hide in plain sight; any whom look upon this creature can see it and are usually overcome with fear until they look away. Those who look away will not remember seeing the creature and will not know that it exists. Using this a Pleasant geminate Serpent simply slithers up to its prey and picks them up. Its breath weapon has a similar effect and will wipe the memories of all creatures caught for a length of time before the breath stated below, this also fills the heads affected with pleasant memories of the time forgotten. Any who save against this twice successful become immune to it.