Large Fey, Chaotic Neutral
Armor Class 14 Natural armor
Hit Points 86 (10d10 + 20)
Speed 60 ft., Swim 60 ft., Fly 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
6 (-2)
Damage Resistances Acid, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Damage Immunities Poison
Condition Immunities Paralyzed, Petrified, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 300 ft., Passive Perception 15
Languages Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blood Drain. Each time the cobra deals damage on one of its turns, it gains 1d6 temporary hit points. While the cobra has temporary hit points, it's AC is increased to 15 and it gains +1 to Bite and Tail attack rolls.

Actions

Multiattack. The cobra makes one attack with its Bite and one attack with its Tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing and 7 (2d6) poison damage.

Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., 1 target. Hit: 11 (2d8 + 2) bludgeoning damage.

Acid Breath (Recharge 5–6). The cobra exhales acidic gas in a 25­-foot cone. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

Curse. A target within 60 feet of it that it can see must succeed in a DC 14 Wisdom saving throw or suffer from the effects of Bestow Curse. The cobra can cast this at will, but only on one creature at a time. As part of this action, the cobra can remove the curse on the previous target as long as it's on the same plane of existence, and then use Curse on a new target. The curse is removed after the cobra dies.

Description

A giant flying cobra covered in red and white feathers.

Habitat: Underdark

KingOrc

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