Armor Class
16
Hit Points
16
(3d8 + 3)
Speed
15 ft.
STR
12
(+1)
DEX
16
(+3)
CON
13
(+1)
INT
1
(-5)
WIS
9
(-1)
CHA
1
(-5)
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison, Psychic
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses
Darkvision 60 ft., Passive Perception 13
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 3) piercing damage.
Bonus Actions
Poisoned Fangs (Recharge 6). The clockwork cobra fills its fangs with a reservoir of lethal poison. The next time the clockwork cobra hits with its Bite, the target must succeed on a DC 13 Con save or be affected by the poisoned condition. The target must repeat the save at the end of its next turn, ending the effect on a success, or instantly dying on a failure.
Description
Clockwork cobras are metal constructs used in crypts to guard precious treasures. They are animated by magic.
A clockwork cobra is silent when motionless, but when moving, it emits a repeated Bzzzzzzzzt, click, click, click series of noises.
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