Keen Sight and Smell. The Cobrask has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The Cobrask has advantage on attack rolls against a creature if at least one of the Cobrask's allies is within 5 feet of the creature and the ally isn't incapacitated.
Regenerative Limbs. If the Cobrask loses a limb, it begins to regrow at the start of its next turn. The limb fully regrows over 1 minute. During this time, the Cobrask has disadvantage on attack rolls made with that limb (if it's an arm) or its speed is reduced by 10 feet (if it's a leg). This trait can only activate once per long rest.
Standing Vigilance. The Cobrask's upright posture grants it advantage on Wisdom (Perception) checks to spot creatures or objects at a distance (30 feet or more away).
Natural Camouflage. The Cobrask has advantage on Dexterity (Stealth) checks made in grasslands or forests.
Multiattack. The Cobrask makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the Cobrask moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Hood Display (Recharge 5-6). The Cobrask flares its cobra hood in an intimidating display. Each creature within 20 feet of the Cobrask that can see it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cobrask's Hood Display for the next 24 hours.
Nimble Escape. The Cobrask can take the Disengage or Hide action as a bonus action on each of its turns
Slippery. When a creature the Cobrask can see targets it with a melee attack, the Cobrask can impose disadvantage on the attack roll. The Cobrask must decide to use this reaction before the attack roll is made.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A towering reptilian predator rises from the tall grass, its feathered arms spread wide and its cobra-like hood flaring in warning. Standing upright on powerful legs, the creature's piercing eyes survey the landscape while rows of gleaming teeth flash within its serpentine maw.
The Cobrask is a remarkable fusion of reptile and bird, reaching five feet in height with a total length of seven feet from its king cobra head to its whip-like tail. Its body is covered in a striking pattern of scales and feathers that provide both camouflage and protection, allowing it to blend seamlessly into the grasslands and forest edges it calls home. The creature's shorter arms end in wickedly curved, feather-adorned claws capable of rending flesh with frightening efficiency.
These social predators hunt in packs of four to six, using coordinated tactics and surprising bursts of speed to bring down prey. Most unnerving is their ability to regenerate severed limbs, which regrow from the wound with a disturbing red, slimy appearance before reforming completely. When threatened, a Cobrask flares its hood and bares its double rows of sharp teeth—a warning that few creatures ignore. In the wilds of the Southwestern Island, few sights are more fearsome than a pack of Cobrasks moving through the grasslands, their feathered silhouettes cutting through the morning mist.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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