Intimidate. If a creature moves within 5ft. of Arbok, they must succeed a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the start of their turn on a fail. A success ends the effect. If a creature succeeds the save, they are immune to intimidate for 24 hours. If the frightened creature can see Arbok, they roll the save with disadvantage.
Shed Skin. Arbok has advantage on saves against being paralyzed.
Unnerve. If a creature becomes frightened of Arbok, their speed is reduced by 10ft. until they are no longer frightened of Arbok.
Body Heat Detector. Arbok can see any living creature within 100ft. of it, even if they are obscured or behind a wall.
Glare (Recharge 6). Arbok's eyes glow a deep, terrifying red and it looks at a single creature that can see it. The creature must succeed a DC 15 Wisdom saving throw or become paralyzed and frightened for 1 round.
Multiattack. Arbok uses Poison Fang twice.
Poison Fang. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 16 (5d4 + 4) piercing damage plus 5 poison damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 25 (6d6 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and Arbok can't constrict another target
Description
Arbok is a serpentine Pokémon that resembles a cobra. It has narrow eyes and several sharp teeth. Just below its head is a large hood with a face-like pattern. This pattern has over 20 possible variations. The pattern typically has two red and yellow eyespots outlined in black, a wide black streak resembling an upturned mouth, and a black V-shaped stripe above the eyespots.
Comments