Nessian Asp
The Nessian Wilds are the largest stretch of untouched woodland in Theros, more jungle than forest. Its remote location, past the furthest edges to Setessan territory, combined with strict protections by the god Nylea, ensures that it really receives visitors. Deep inside of its recesses are all sorts of wild animals, including dangerous beasts and poisonous hydras. There are a few intelligent denizens, mostly centaurs, and satyrs, but they are generally hostile to outsiders.
In a region so remote, wildlife flourishes in a way unrivaled by any other location in Theros, leading to a creature that has adapted to survive in astonishing ways, one of the most well-known and widespread examples being the Nessian asp. These dangerously poisonous snakes have two heads on their single body, giving them an appearance of unnervingly similar to hydras.
Treasure of the Wild In spite of the asp's inherent danger, they were once a favorite souvenir of the few hunters and explorers willing to brave the Nessian Wilds. This is in large part because their unique appearance and potent poison made them a treasured find for devotees to Pharika. But as more and more Nessian asps were pulled from the wild, Pharaika's followers began to breed them on their own, and demand for them has slowly decreased over the past few decades. All the same, the asp remains a powerful example of the strange life that exists within the Nessian Wilds, and wild-bred Nessian asps can still command a high price in black markets for prisoners.
Nessian Asp
In a region so remote, wildlife flourishes in a way unrivaled by any other location in Theros, leading to a creature that has adapted to survive in astonishing ways, one of the most well-known and widespread examples being the Nessian asp. These dangerously poisonous snakes have two heads on their single body, giving them an appearance of unnervingly similar to hydras.
Armor Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 12d10+24 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 18 (+4) | ||
Constitution | 14 (+2) | ||
Intelligence | 1 (-1) | ||
Wisdom | 10 (+0) | ||
Charisma | 3 (-4) | ||
Skills | Perception d20+3 | Stealth d20+7 | |
Senses | Blindsight 10 ft. | Passive Perception 13 | |
Languages | --- | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Monstrosity | At the start of each of the nessian asp's turns, | if it took damage since the end of its last turn, roll a d10 . |
On a result of 7 or higher, | the nessian asp becmes monstrous until the end of its next long rest. | While monstrous, the nessian asp gains a +4 bonus to attack and damage rolls | |
Special 2 | Multiple Heads | The nessian asp has two heads, | giving it advantage on saving throws against being |
blinded, charmed, deafened, frighted, stunned, or knocked unconscious | |||
Special 3 | Reach | The nessian asp has advantage on attack rolls made against flying creatures | |
Special 4 | Reactive Heads | The nessian asp has one extra reaction that be be used only for opportunity attacks | |
Action 1 | Multiattack | The nessian asp makes two bite attacks | |
Action 2 | Bite | Melee Weapon Attack | 20+7 to hit |
Reach 15 ft., one target | Hit 2d4+4 piercing damage, | and the target must make a DC 13 Constitution saving throw, | taking 3d6 poison damage on a failed save, |
or half as much damage on a successful one |
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