Dungeon #23

Organization:Small group or solitary
Activity Cycle:Any
Intelligence:High (13-14)
Alignment:Chaotic evil
No. Appearing:13 or 14
Armor Class:-7/-5
Hit Dice:7+7
No. of Attacks:7
Damage/Attack:2-8 (constriction) and by weapon type (×6)
Special Attacks:See below
Special Defenses:+1 or better weapon to hit
Magic Resistance:50%
Size:L (7’ tall, 30’ long)
Morale:Champion (15)
XP Value:10.000 (includes use of magical weapons)

This wicked denizen of the outer planes has a multiarmed female torso atop the body of a great snake. When uncoiled, she can stand taller than a large man. Each of the abhir’s six arms can wield a weapon (favored weapons are magical swords and battle axes). This monster can constrict her victim with her snakey tail, and can cause magical darkness in a 5’ radius. She has infravision and other extraordinary abilities, any one of which can be used once per round: charm person, teleport, levitate (as an 11th-level wizard), read languages, detect invisibility, pyrotechnics, polymorph self, project image. The abhir can gate in another abhir with a 50% chance of success.

Abhirs desire the sacrifice of strong warriors, and they are constantly looking for ways to do evil deeds in service of their lords. Lower-level denizens of the outer planes greatly fear the domineering and cruel abhirs.

Last Modified: February 22, 2014, 22:04:14 GMT

Advanced Dungeons & Dragons 2nd Edition

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