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GoombaThis character was designed as part of a group of NPCs; you're welcome to use them separately, though parts of the description or combat strategies listed below may assume that this character is used together with their allies. You can find more information about them and their allies as a group on this page.

Adult Thought Snakes are larger than the Juveniles, have two heads for an extra attack, and have more evolved anti-magic abilities.

Adult Thought Snake    CR 4

CN M Animal

Init +6, Senses Listen +1; Spot +1; Tremorsense 60 ft.


AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)

hp 33 (6d8+6 HD)

Fort +6, Ref +7, Will +3


Spd 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +10/+10/+10/+10 (2 Bites on standard attack) (1d6+4 plus disease)

Base Atk +4; Grp +4

Space 5 ft.; Reach 5 ft.

Atk Options dodge

Special Actions spring attack

Spell-like Abilities (CL 9): At will: Detect Magic, 10/day: Dispel Magic, Obscuring Mist (30 ft. radius for 4 min.)


Abilities Str 10 (+0), Dex 19 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)

SQ Fear of Mind-Affects

Feats Dodge, Spring Attack, Weapon Finesse, Weapon Focus (Bite)

Skills Balance +11, Climb +13, Jump +13, Swim +6


Disease: Upon a successful bite on a living, spellcasting creature, that creature becomes infected with Thought Worms.

Fear of Mind-Affects: Thought Snakes hate magic generally, but they don't fear most magics due to their Dispel Magic ability. But any spell that is successfully cast on them which results in them telepathically hearing or seeing messages (i.e. Sending or Telepathic Bond, but not Message nor Speak with Animals. Language does not matter; even if the snake doesn't understand it, they will be frightened by it.) will cause them to have to make a DC 15 Will save or run away for 2d4 rounds, in addition to what the spell normally does.

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