Two Heads. The adder has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. The target must succeed on a DC 12 Constitution saving throw or is poisoned until the end of its next turn.
Adder’s Fang. The adder fires a poison loaded dart at a creature within 60 feet of itself that it can see. The creature must succeed on a DC 12 Dexterity saving throw or is hit by the poison dart and suffers 3 (1d6) piercing damage. The creature takes 5 (2d4) poison damage at the beginning of each of its turns for one minute or until a creature spends an action to remove the dart from its body.
Molt (1/Long Rest). The adder sheds its skin and regains 9 (2d8) hit points. It also ends any lasting effect or condition of non-magical origin that is affecting the Adder, such as Alchemist’s Fire or poison.
Description
These exotic creatures hail from the warm lands far beyond the Estate. These ruthless creatures dominate a hostile environment of heat and sand, growing into relentless killers that stalk their prey across the dunes. How these creatures ended up in the Estate is a mystery. Perhaps a reckless collector had some of their specimens escape into the wilds. But mayhaps these scaled beasts came of their own volition. Pursuing an alluring prey of beauty that escaped their fangs once at a great price. They never could forget their prey, and neither could their prey forget the snake’s fangs.
From DM-Tuz's Horrors of the Dark
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