Fanged Terror. Creatures in the presence of a Coiled Fate are targeted more often depending on their weight and size, as smaller prey will be targeted less for its bloodlust, and the heavier, more meaty chunks of humanoids will become its target.
Slithering Scales. The scales of the creature rubbing against the surfaces it slithers across creates a noise that others can hear within around 30 feet of the Coiled Fate.
Strike. Melee Weapon Attack. +4 to hit, reach of 15 ft., single target.
Hit: 12 (2d8+4) Piercing damage. Upon attack success, the target must make a Constitution saving throw (DC 14) or take lingering 1d6 Poison damage for 3 rounds.
Pounce. Melee Weapon Attack. +4 to hit, reach of 20 ft., multiple targets.
Hit: 18 (3d8 +4) Bludgeoning damage. The Coiled Fate takes up the square spaces, forcing players to make a Dexterity saving throw (DC 12) and move out of the space by force of the scaly creature being in the way. However, the Coiled Fate takes another action to recoil and come back to its original position for movement and attack actions again.
Coil/Uncoil. The Coiled Fate can coil itself up, adding +2 to its AC, however, it can only pick one attack to use, which would break the coil, the attack being Pounce. Otherwise, the movement speed is reduced to 0 in every variety. The action Uncoil can be done without attacking, although, with movement reduced by half as it takes a considerable amount of time to uncoil on its own.
Description
Description. The Coiled Fate is among the more precise and pin-point accurate skeletal animate creature, notably that they can coil up and pounce out at target creatures, players that would be unsuspecting victims of its dangerous capabilities. Coiled Fates in combat often take the frontline, or second line support to the front. These creatures deal damage quickly, as they lunge forward to bite or force your hand to do things you may not want to. Coiled Fates can prove themselves to be dangerous, as if they succeed in striking their opponents, they are poisoned for an extensive period of time, and as such, are often knocked prone and incapacitated thanks to their volatile venom.
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