Ophidians

monstrosity · CR 2 · from NetBook of Heretic
Ophidians
StatisticWimpy RulesPower Rules
Frequencyrarerare
Intelligence11 (very)12 (very)
Treasuretheir uniforms are highly decorated, but any substantial would be kept in their common lairtheir uniforms are highly decorated, but any substantial would be kept in their common lair
No. Appearing1d2+11d4+2
Armor Class00
Movement66
Hit Dice3 HD + 414 HD
THAC0166
No. of Attacks2 (trident -- see above)2 (trident -- see above)
Damage/Attack1d81d8 / 1d8 / 1d8 : 4d8 (trident shots)
Special Attacksnilnil
Special Defensesnilnil
Magic Resistancenilnil
SizeM (5')M (5')
Moraleelite (14)elite (14)

Description

Notes

Often thought of as royal guardsmen, Ophidians are the last ranks of the army that protects D'Sparil's particular niche of the Abyss, also known as the Dome of D'Sparil.

Ophidians have a thick reptillian hide, able to take more damage than any of the previous creatures. One would not guess this from their size; it

Ophidian Trident

An Ophidian's only weapon is its trident. Only the Ophidians have sure knowledge of how to use their own weapon, although extensive divination might reveal some clues. If a DM allows a player to capture and successfully operate an Ophidian Trident himself, it is recommended that he pattern the weapon after the Hellstaff, which is the HERETIC weapon with the closest resemblance to it.

The Ophidian Trident fires four magic missiles each round: three smaller red bolts (from each point of the trident) and one large purple one (from the shaft), which causes more damage than the smaller three.

The 3 small bolts and the 1 large one are treated as two separate attacks, independently targeted. Thus an Ophidian might miss its target with the first three shots and tag it on the fourth, or aim at two separate targets in the same combat sequence.

An Ophidian does not fight to the death. If forced to flee, it will quickly call for reinforcements -- much stronger reinforcements.

All 820 monsters in the Netbook Bestiary