Iron Cobra
Small construct, neutral
Armor Class
13 (natural armor)
Hit Points
27 (6d6 + 6)
Speed
40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
5 (-3)
WIS
12 (+1)
CHA
1 (-5)
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 13
Skills
Perception +3, Stealth +4
Languages
understands the languages of its creator but can’t speak
Challenge
1 (200 XP)
Find Target. The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature’s movement. If the target is beyond this distance, the iron cobra can’t locate the target creature.
Immutable Form. The iron cobra is immune to any spell or effect that would alter its form.
Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.
Magic Weapon. The iron cobra’s weapon attacks are magical.
Poison. The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one.