Abymal Giant Snake

Family: Abymal

Huge elemental (shadow), unaligned

Armor Class 12
Hit Points 75 (10d12 + 10); Wound Threshold 19
Speed 30 ft., swim 30 ft.

20 (+5) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 9 (-1)

Saving Throws Con +3
Skills Perception +2, Stealth* +6
Damage Resistances necrotic, poison
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
Challenge 3 (700 XP)



  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
  • Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the myrsnakur can’t constrict another target.
  • Etherealness. The myrsnakur shifts from the Material Plane to the Ethereal Plane, or vice versa.


The abymal giant snake, or myrsnakur in Dwarvish (plural: myrsnakar), looks like a snake big enough to be a threat to most of the Netherworld’s dwellers. It seems to have a preference for ruins, the surroundings of oases, and caravan routes.

An abymal creature is an elemental resulting from the adaptation of a beast, plant, or ooze to the darkness and strong magic of the depths. Some abymals are surface beasts that ventured into the Netherworld and survived by evolving thanks to the Abyss. Others are distinct species, related to their surface cousins but showing obvious morphological differences.

An abymal’s appearance is evocative of the Netherworld and the Ethereal Plane. Its colors can be dull, blending into the lithic darkness of its environment, or it can have pale, translucent skin, underneath which its veins and muscles are half-visible. In addition, some abymals sport a glistening epidermis that brings mineral oils to mind. And finally, some even boast adaptable skin coloration, similar to chameleons.

Abymals are stealthy creatures, disturbingly silent, very rarely screaming or singing. Their timbre may seem to clash with their general appearance, being strangely low or melodious.

Though abymals behave in ways reminiscent of the beasts, plants, and oozes they resemble, they can draw part of their sustenance from the Abyss, owing to their elemental nature. As a result, they are frugal creatures, able to bear lack of food or air remarkably well. They can also shift into the Ethereal Plane and move across it to go more easily from one place to another. Finally, they are often able to use certain spells.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

This is not the complete section 15 entry - see the full license for this page