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Iron Cobra

Small construct, neutral

Armor Class 13 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 5 (–3) 12 (+1) 1 (–5)

Skills Perception +3, Stealth +4
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)

Special Traits

  • Find Target. The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature’s movement. If the target is beyond this distance, the iron cobra can’t locate the target creature.
  • Immutable Form. The iron cobra is immune to any spell or effect that would alter its form.
  • Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.
  • Magic Weapon. The iron cobra’s weapon attacks are magical.
  • Poison. The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack.

Actions

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene