Clockwork Iron Cobra

(Mordenkainen's Fiendish Folio)

Medium construct, Unaligned

Armor Class13
Hit Points91 (14d8 + 28)
Speed30 ft.
STRDEXCONINTWISCHA
12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
Saving Throws—
SkillsStealth +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiescharmed; exhaustion; frightened; paralyzed; petrified; poisoned
Sensesdarkvision 60 ft., passive Perception 10
Languagesunderstands one language of its creator but can't speak
Challenge4

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 Attack Roll: +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):

  • 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.