Clockwork Iron Cobra

Medium Construct, Unaligned
MPMM

AC 13

HP 91 (14d8 + 28)

Speed 30 ft.

STR

12 (+1)

Save +1

DEX

16 (+3)

Save +3

CON

14 (+2)

Save +2

INT

3 (-4)

Save -4

WIS

10 (+0)

Save +0

CHA

1 (-5)

Save -5

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

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. 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 13 Constitution saving throw or suffer one random effect (roll a d6): 1–2: Confusion: 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. 3–4: Paralysis: The target is paralyzed until the end of its next turn. 5–6: Poison: The target takes 13 (3d8) poison damage.