Necrophidius, Aspis

Large construct, neutral

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft.

17 (+3) 18 (+4) 17 (+3) 6 (-2) 10 (+0) 1 (-5)

Saving Throws Dex +7, Con +6
Skills Acrobatics +7, Athletics +6, Stealth +7
Damage Resistances bludgeoning
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common, but doesn’t speak it.
Challenge 6 (2,300 XP)


  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage plus 7 (2d6) poison damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Dance of Death (Recharge 5-6). The necrophidius sways and moves in a hypnotic pattern. Each creature within 20 feet that can see it must make a DC 14 Constitution saving throw. On a failure, the creature is stunned until the end of the necrophidius’ next turn.


The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its’ head a humanoid skull with a snake’s jaws. The jaws of the skull have several extra rows of teeth that drip with poison.

The aspis version of the necrophidius is more powerful and far larger than its smaller cousin. It is created with a venomous snake as its base, combined with a lengthier magical ritual to create it. Where the normal necrophidius is often sent out on various missions, the aspis is usually kept as a guardian, as its sheer size would alarm any who catch a glimpse of it. Rare specimens of the aspis have proven themselves to be quite intelligent and are extremely dangerous as a result, and they make for excellent assassins.

Section 15: Copyright Notice

Tomb of the Undying Empress (5e) © 2023, Beyond the Horizon; Author: Kim Frandsen.

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