Kryx RPGThemesCreatures
Iron Cobra

Iron Cobra

Medium construct
Challenge
4

STR
1
DEX
3
CON
2
INT
−4
WIS
0
CHA
−5

45
7d8+14
15
Fort
+3
Ref
+3
Will
−1
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t adamantine

Speed 5 m.
Skills Insight +0 (11), Perception +0 (11), Stealth +5 (16)
Senses darkvision 10 m.
Languages understands one language of its creator but can’t speak

Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.

Maneuvers. The iron cobra uses maneuvers (maneuver save Difficulty 13). It has 11 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, inject venom, spring attack

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a Difficulty 12 Fortitude saving throw or suffer one random poison effect:

  1. Poison Damage: The creature takes 13 (3d8) poison damage.

  2. Confusion: The creature is confused until the end of its next turn.

  3. Paralysis: The creature is paralyzed until the end of its next turn.

Forest, Grassland, Hill, Mountainmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (Difficulty equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.