Iron Cobra

Iron Cobra

Medium construct
Challenge

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
Condition immunities bleeding, charmed, diseased, exhausted, frightened, paralyzed, petrified, poisoned

Speed 5 m.
Skills Stealth +4 (15)
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 8 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 when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, inject venom, spring attack

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on a Difficulty 12 Fortitude saving throw or suffer one random poison effect:

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

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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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