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Cobra Commander

Coward, Chaotic Evil

Armor Class

17 (Naturel)

Hit Points

18

Speed

30ft, Climb 30ft, Swim 30ft

STR

DEX

CON

INT

WIS

CHA

4 (-3)

18 (+4)

14 (+2)

10 (+0)

10 (+0)

14 (+2)

Condition Resistances

Lightning

Condition Immunities

blinded, charmed, exhaustion, petrified, poisoned, stunned

Senses

Darkvision 60 ft., passive Perception 13

Languages

Pottymouth, Abyssal, Common, Draconic

Proficiency Bonus +3

Snake Body. The Cobra Commander can move through a space as narrow as 1 inch wide without squeezing.

Evasion. If the Cobra Commander is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Cobra Commander instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Lucky. When the Cobra Commander rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.

False Appearance. While the creature remains motionless, it is indistinguishable from a normal toy.

Cobra Cunning. The construct has advantage on Intelligence, Wisdom, and Charisma saving throws

Limited Magic Immunity. The Cobra Commander can’t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Expeditious Retreat (Always Active). Cobra Commander always knows when its a good time to leave the party! The Commander can take the Dash action, then can take it again as a bonus action.

Actions

PEW PEW LASER PISTOL. Ranged Weapon Attack: [+7 ATK] to hit, range 60/100 ft. Hit: (1d4) Force damage.

Frightful Presence (1/Day). Each creature of the Cobra Commander’s choice that is within 120 feet of the Cobra Commander and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Cobra Commander’s Frightful Presence for the next 24 hours.

Cobra Commanders Cunning Conscription. Once a day the Commander has the ability to conscript up to 1d4*4 LE creatures within 60ft to his side. They must make an Insight(WIS) check against the Commanders Performance skill. If they save or the Commander runs away the spell is broken. On a failed save they are loyal to the Commander and his allies, fighting with them. The creatures remain loyal for up to 1d4+4 days and the cost is 1 gold per day they stay with the Commander, paid when the Ability is activated.

Bonus Actions

Nimble Escape. The Cobra Commander can take the Disengage or Hide action as a bonus action on each of its turns.

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