Armor Class
13
Clockwork Iron Cobra
Medium Construct · Unaligned
Hit Points
91 (14d8 + 28)
Speed
Walk 30 ft.
CR
4
Traits
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. 6 () 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 ):
list
list-hang-notitle
1–2: Confusion
item
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 action, moving toward the nearest creature.
3–4: Paralysis
item
The target is until the end of its next turn.
5–6: Poison
item
The target takes 13 () Poison damage.
list
list-hang-notitle
1–2: Confusion
item
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 action, moving toward the nearest creature.
3–4: Paralysis
item
The target is until the end of its next turn.
5–6: Poison
item
The target takes 13 () Poison damage.