Coil up. The Giant Viper can use its action to restrain a grappled creature, when it uses this action, it moves into the space of the restrained creature. The restrained creature use it's action to attempt a DC 16 Strength saving throw to end the restrained condition on itself. While the Giant Viper is restraining a creature in this way, it cannot use it's action to make a Bite or Venom Spit attack.
Venom Pump (3/long rest). The Giant Viper can use its action to pump venom directly into a creature it is restraining. The restrained creature must make a DC 14 Constitution saving throw, taking 30(6d8) points of poison damage on a failure, and half as much on a succes.
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 20(5d6) poison damage on a failed save, or half as much damage on a successful one.
Instead of dealing poison damage, the Giant Viper can instead grapple the creature.
Venom Spit. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 8 (1d8) poison damage.
Tail Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 3) bludgeoning damage.
Description
These giant serpents are one of the most dangerous creatures in the jungle, and for beasts they are surprisingly intelligent, and perfectly able to listen in on the goings on of nearby villages, and pick their targets carefully without drawing much attention to themselves. For their cunning and power, they are considered sacred by the Yuan-Ti, and are thought of as the children of Set.
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