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.

small
construct
cr1
tome-of-horrors