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Cobra, Adamantine


Adamantine Cobra CR 3

XP 800
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 25, touch 13, flat-footed 24 (+2 Dex, +12 natural, +1 size)
hp 20 (1d10+15)
Fort +0, Ref +2, Will +0
DR 10/—; Immune construct traits; SR 13

OFFENSE

Speed 40 ft.
Melee bite +3 (1d6+1 plus poison)

STATISTICS

Str 12, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
Skills Stealth +12; Racial Modifiers +6 Stealth
SQ find target

SPECIAL ABILITIES

Find Target (Su)

Once per day, an adamantine cobra’s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.

Poison (Ex)

An adamantine cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.

Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

ECOLOGY

Environment any
Organization solitary, pair, or nest (3–10)
Treasure none

An adamantine cobra’s body is built from 100 pounds of magically treated materials including adamantine armor plates, once slain it can be melted down to yield 3.