Three-Headed Cobra

This monstrous serpent’s body is as thick as a man’s torso and covered in ink-black scales. Its trunk branches out to support three hissing heads atop flaring cobra hoods. For all its size, it slithers across the ground almost silently.

Often employed as guardians, the native intelligence of these creatures makes them capable of learning commands.

Color Variations. The three-headed cobra is most common throughout warm climates, though not unknown on the open plains and in some jungles. While most retain the black coloration found in jungles and hills, other varieties exist. The desert variety often has a pale bone color and skull-like hood pattern; the plains varieties tend toward green or khaki coloration.

Golden Guardians. The three-headed cobra is a watchful creature associated with guarding shrines and sometimes with rulership over a particular abandoned city or necropolis. Some believe they are protectors of ancient holy relics, sacred scrolls, or divine sparks. Because one of its heads is always awake and alert, it is also favored to guard treasure vaults and counting houses, where large sums of coins are stored. In these cases, the three-headed cobra’s scales take on a golden or silvery coloration.

Three-Headed Cobra

Large monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Dex +7, Wis +3
Skills Perception +3
Damage Resistances poison
Senses blindsight 10ft., passive Perception 13
Languages
Challenge 5 (1,800 XP)

Reactive Heads. The three-headed cobra gets two extra reactions that can be used only for opportunity attacks.

Three-Headed. The cobra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. While the three-headed cobra sleeps, at least one of its heads is awake.

Actions

Multiattack. The three-headed cobra makes three bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

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