Myriad Form. Whenever the viper attacks, magical energy seeps out from around it, forming magical projections of its own form that remain until the end of that round. While the duplicates are active, they are considered seperate versions of the snake itself, and due to this, the snake can take one additional action, bonus action, or reaction for each creature in combat against it except the one creature that the snake is currently attacking.
Combat Essence. If the viper deals damage to a creature with a character class, it gains advantage on its next dice roll.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 18 (2d12 + 5) bludgeoning damage.
Serpentine Smash. The viper makes a melee attack against a vehicle or structure it can see within range of its attack. If the attack hits a vehicle, all creatures in the vehicle must make a DC 14 Dexterity saving throw, taking half the amount of damage the vehicle took, or half of that on a success.
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