N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Speed 40 ft.
Melee bite +3 (1d6+1 plus poison)
Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
Skills Stealth +12; Racial Modifiers +6 Stealth
SQ find target
Con damage; cure 1 save.
An iron cobra’s body is built from 100 pounds of magically treated materials (typically iron).
CL 7th; Price 4,000 gp (iron); 20,000 gp (adamantine), 8,000 gp (cold iron), 5,000 (darkwood), or 10,000 gp (mithral)
Requirements Craft Construct, animate object, discern location, geas/quest; Skill Craft (armor), Craft (blacksmithing), Craft (carpentry [for darkwood cobras only]), or Craft (weapons) DC 15; Cost 2,000 gp (iron); 10,000 gp (adamantine); 4,000 gp (cold iron); 2,500 gp (darkwood); 5,000 gp (mithral)
Organization solitary, pair, or nest (3–10)
The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra’s poison reservoir can contain multiple types of venom, the construct’s specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra’s master to do other things in a combat round apart from quaffing potions.