Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 piercing damage, and the target must make a DC 10 Constitution saving throw, taking [roll]3d10[/roll] poison damage on a failed save, or half as much damage on a successful one.
Coil. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: [roll]1d8+2[/roll] bludgeoning damage, and the target is grappled (escape DC 15). The Black Mountain Serpent can only coil two target at a time.
Spit Poison. Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: [roll]1d8+2[/roll] acid damage, and the target is poisoned. The target must succeed on a Constitution saving throw or take 4d8 poison damage.
Additive Poison. e. When the Black Mountain Serpent is hit by poison or acid damage, its next attack attack does a guaranteed 4(1d6) poison damage.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the cobra takes a lair action to cause one of the following effects; the serpent can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the cobra on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- poison mushrooms spout spores into the lair. Each creature in the lair must succeed on a DC 15 Constitution saving throw or take 6(sd6) poison damage.
- The spawn of the monster come from the back of the cave and try to bite the characters. All characters must succeed om a dc 15 Dexterity saving throw or take 6(1d12) poison damage and have halved movement for 5 minutes.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/24/2020 8:27:35 PM
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10
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0
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1.2
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Coming Soon
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