Iron CobraMedium construct
- 4 (1,100 XP)
Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.
Maneuvers. The iron cobra uses maneuvers (maneuver save DC 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, and knows the following maneuvers:
Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Fortitude saving throw or suffer one random poison effect:
Poison Damage: The target takes 13 (3d8) poison damage.
Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 9 meters of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 9 meters, it takes the Dash action, moving toward the nearest creature.
Paralysis: The target is paralyzed until the end of its next turn.