Iron Cobra
Medium construct, unaligned
Armor Class
13
Hit Points
45 (7d8 + 14)
Speed
30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (-3)
WIS
10 (0)
CHA
1 (-4)
Damage Immunities
poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Skills
Stealth +7
Languages
understands one language of its creator but can't speak
Challenge
4 (1100 XP)
Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:
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Poison Damage: The target takes 13 (3d8) poison damage.
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Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet 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 30 feet, it takes the Dash action, moving toward the nearest creature.
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Paralysis: The target is paralyzed until the end of its next turn.