Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage plus 39 (6d12) poison damage.
The snake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The snake regains spent legendary actions at the start of its turn.
Move. The snake moves up to its speed without provoking opportunity attacks.
Poison Spray. The snake secretes a poison and disperses it with its wings. A creature within 60 ft. of the snake must make a DC 18 Constitution saving throw or take 19 (3d12) poison damage and become poisoned. On a successful save, the creature takes half damage and is not poisoned. The poison lasts until the creature is cured by the protection from poison spell or other magic.
Bite (Costs 2 Actions). The snake makes one bite attack.
Description
Slumbering for thousands of years, ancient flying snakes worm their way to the surface to feed and breed in large numbers before returning to their subterranean stasis. Times when the snakes have woken are often referred to as apocalypses in ancient histories. If disturbed while resting, by unlucky miners or fool-hearty poison harvesters, they will fight to the death to secure their nests.
The snakes are impossibly long, but only about as thick as a humanoid torso. Their spindly bodies flit through the air, skulk through forests, and wind through lakes while adjusting their coloring to match the environment. While they are hiding or resting, they tuck their impressive wingspan flush against their bodies to draw less attention.
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Posted Jan 20, 2021i love it
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Posted Jan 22, 2021thank you