A Thessalisk has slithered itseld to this cavern complex for the abundant food available of lizards and the occasional humanoid. In the back of the cavern near a few statues of lizards is a lesser mace of smiting. Also on the floor is a very beautiful emerald (1000gp) amidst the rubble, but it is very difficult to find - DC 25.
Thessalisk; CR: 8; XP: 4,800; Align: N; Large aberration
Init: +0; Senses: darkvision 60 ft.; Perception +10
DEFENSE: AC: 19; TAC: 9; FFAC: 19 (+10 natural, –1 size); HD: 7d10+28; HP: 66; Saves: For: +11, Ref: +5, Will: +5; Immune acid
OFFENSE: Speed: 40 ft.; Melee: 8 serpentine bites +13 (1d8+7 plus 1d6 acid), bite +13 (1d8+7 plus 1d8 acid), tail slash +8 (1d8+3 plus grab); Ranged: ; Space: 10 ft.; Reach: 5 ft. Special Attacks: constrict (1d8+7), gaze, spit acid (40 ft. line, 4d6 acid, Reflex DC 17 half, usable 1/day);
Statistics: Str 24, Dex 10, Con 19, Int 2, Wis 13, Cha 11; BAB: +7; CMB: +15 (+19 grapple); CMD: +15 (+19 grapple); CMD 25 (37 vs. trip)
Feats: Blind–Fight, Combat ReflexesB, Great Fortitude, Iron Will, Skill Focus (Perception)
Skills: (4+Int/HD) Acrobatics (D)(c), Climb (S)(c), Escape Artist (D)(c), Fly (D)(c), Intimidate (Ch)(c), (Pick One Knowledge): Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Perception (W)(c) +10, Spellcraft (I*)(c), Stealth (D)(c) +9, Survival (W)(c), Swim (S)(c); Racial Modifiers: +2 Perception, +4 Stealth
Special Abilities:
Gaze (Ex): Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 17 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh thessalisk blood (taken from a thessalisk no more than 1 hour dead) is instantly restored to flesh. A single thessalisk contains enough blood to coat 2d3 Medium creatures in this manner. The save DC is Constitution-based.
Grab (Ex): A thessalmonster with a tail can grab an opponent up to one size smaller with a successful tail slash attack. It can then attempt a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, the thessalmonster establishes a hold and can constrict.
Hydra Traits (Ex): Though a thessalmonster cannot be killed by severing all of its serpentine heads, doing so prevents them from attacking and can assist in slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head.
A head is considered a separate weapon with hardness 0 and hit points equal to the thessalmonster’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the thessalmonster’s body equal to the thessalmonsters’s current HD. A thessalmonster can’t attack with a severed head, but takes no other penalties.
Languages:
Special Qualities: hydra traits
Environment: any
Organization: solitary
Treasure: incidental
"This reptilian monster has eight, short legs, a short, powerful tail that ends in a pincer-like claw and a thick, barrel-like body. A large reptilian head with emerald green eyes is encircled by eight serpentine heads."