Giant Horned Snake

The Griffon's Saddlebag: Book Two p. 403 (Third Party)

Size
Huge
Type
monstrosity
Alignment
neutral
AC
14 (natural armor)
Hit Points
95 (10d12+30)
Speed
walk 50 ft., fly 50 ft., swim 50 ft.
Skills
Deception +3, Perception +5, Persuasion +3, Stealth +6
Resistances
bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses
blindsight 30 ft., darkvision 60 ft.
Passive Perception
15
Challenge
6
Lineage
Horned Snake
STR
19
+4
DEX
16
+3
CON
17
+3
INT
9
−1
WIS
14
+2
CHA
10
+0

Traits

Proficiency Bonus

+3

Amphibious

The snake can breathe air and water.

Charge

If the snake moves at least 20 feet straight toward a target and then hits it with its horns on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack

The snake makes two attacks: one with its bite and one with its horns. It can use its constrict attack in place of one other attack.

Bite

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Constrict

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Horns

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 11 (2d10) force damage.

Hypnotize (Recharge 6)

The snake causes its horns to begin flashing with a dazzling array of colors. Each creature of the snake's choice within 60 feet of it that can see it must succeed on a DC 14 Wisdom saving throw or be magically charmed by the snake for 1 minute. A charmed creature must spend each of its turns moving toward the snake by the shortest and most direct route. A charmed creature already within 5 feet of the snake doesn't move and takes no actions on its turn. While charmed in this way, the snake has advantage on attack rolls against the creature. if an affected creature takes any damage, or if another creature uses an action to shake the creature out of its trance, the creature can repeat the saving throw, ending the effect on itself on a success.

recharge

D6

Other data

description

Revered among the Rocborne for their regal bearing, close connection to nature, and hypnotic flight, giant horned snakes have a complicated relationship with other creatures in the skies given their considerable intelligence. Crafty combatants, many Rocborne Homes choose to negotiate with these creatures rather than face them with hostility.