Clockwork Iron Cobra

Mordenkainen Presents: Monsters of the Multiverse p. 79,

Size
Medium
Type
construct
Alignment
unaligned
AC
13
Hit Points
91 (14d8+28)
Speed
walk 30 ft.
Skills
Stealth +7
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
understands one language of its creator but can't speak
Challenge
4
Lineage
Clockwork
STR
12
+1
DEX
16
+3
CON
14
+2
INT
3
−4
WIS
10
+0
CHA
1
−5

Traits

Proficiency Bonus

+2

Magic Resistance

The clockwork has advantage on saving throws against spells and other magical effects.

Unusual Nature

The clockwork doesn't require air, food, drink, or sleep.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6):

Random Effect:

d6Effect
1-2Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3-4Paralysis: The target is paralyzed until the end of its next turn.
5-6Poison: The target takes 13 (3d8) poison damage.

Other data

description