BRONZE SCOUT
Medium construct, unalignedArmor Class 13
Hit Points 18 (4d8)Speed 30 ft., burrow 30 ft.
STR10 (+0)DEX16 (+3)CON11 (+O)Skills Perception +6, Stealth +7
INT3 (-4)WIS14 (+2)CHAl (-5)Damage Immunities poison; bludgeoning, piercing, andslashing from nonmagical attacks that aren't adamantineCondition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisonedSenses darkvision 60 ft., passive Perceptio n 16
Languages understands one language of its creator but can'tspeakChallenge l (200 XP)
Earth Armor. The bronze scout doesn't provoke opportunityattacks when it burrows.
Magic Resistance. The bronze scout has advantage on savingthrows against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target.Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage.Lightning Flare (Recharges after a Short or Long Rest). Eachcreature in contact with the ground within 15 feet of the bronzescout must make a DC 13 Dexterity saving throw, taking 14(4d6) lightning damage on a failed save, or half as much dam·age on a successful one.
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IRON COBRA
Medium construct, unalignedArmor Class 13Hit Points 45 (7d8 + 14)Speed 30 ft.STR12 (+ 1)DEX16 (+3)Skills Stealth +7CON14 (+2)-.--
INT3 (-4)WIS10 (+O)CHAl (-5)Damage Immunities poison; bludgeoning, piercing, andslashing from nonmagical attacks that aren't adamantineCondition Immunities charmed, exhaustion, frightened,paralyzed, petrified, poisonedSenses darkvision 60 ft., passive Perception 10Languages understands one language of its creator but can'tspeakChallenge 4 {l,100 XP)Magic Resistance. The iron cobra has advantage on savingthrows against spells and other magical effects.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, itmust succeed on a DC 13 Constitution saving throw or sufferone random poison effect:- Poison Damage: The target takes 13 (3d8) poison damage.
2. Confusion: On its next turn, the target must use its action to
make one weapon attack against a random creature it can seewithin 30 feet of it, using whatever weapon it has in hand andmoving beforehand if necessary to get in range. If it 's holdingno weapon, it makes an unarmed strike. If no creature is vis·ible within 30 feet, it takes the Dash action, moving towardthe nearest creature.- Paralysis: The target is paralyzed until the end of its
next turn.CHAPTER 6 I BESTIARY