This is a snake that was granted sentience by an unknown arcane trickster god. It will most often act upon impulse. It can recognize faces, voices, events, and locations.
When casting Eldritch Blast, it shoots two beams, one out of each fang in its mouth. It also utilizes a form of mage hand that allows for two hands to be summoned to carry objects its armless form could not.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Eldritch Blast. Ranged Attack Spell: to hit, reach 120 ft., one creature. Hit: 6 (1d10) force damage.
Minor Illusion. The snake can create a sound or an image of an object within range that lasts for the duration. The illusion also ends if the snake dismisses it as an action or casts this spell again.
If the snake creates a sound, its volume can range from a whisper to a scream. It can be the snake's hiss, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or the snake can make discrete sounds at different times before the spell ends.
If the snake creates an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against the snake's spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mage Hand.
A spectral, floating hand appears at a point the snake chooses within range. The hand lasts for the duration or until the snake dismisses it as an action. The snake has been granted the ability to summon more than one hand, doubling the amount they can carry when working together. The hands vanish if they are ever more than 30 feet away from the snake or if the snake casts this spell a third time.
The snake can use its bonus action to control the hands. The snake can use the hands to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The snake can move the hands up to 30 feet each time it uses them.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Opportunity Attack. if an enemy leaves the five foot radius surrounding the snake without disengaging, the snake gets a free opportunity attack on it.
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