Emperor CobraCreature 5
Perception +13 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +11, Athletics +13, Survival +11
Str +6, Dex +4, Con +4, Int -4, Wis +2, Cha -2
AC 21; Fort +15; Reflex +11; Will +9;
HP 80
Speed 25 feet (climb 25 feet, swim 25 feet)
Fangs
+15 (+10, +5) to hit (reach 10, unarmed) 2d8+8 PiercingEmperor Cobra Venom (poison)
Saving Throw DC 22 fortitude
Maximum Duration 6 rounds
Stage 1 1d8 poison damage (1 round)
Stage 2 1d8 poison damage and Drained 1 (1 round)
Stage 3 2d6 poison damage and Drained 2 (1 round)
Flare Hood
(emotion, fear, mental, visual)The emperor cobra flares its hood. Each non–emperor cobra creature within a 20-foot emanation must attempt a DC 22 will save. The creature is then temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
These powerful serpents infest bogs and lowlands. Despite being over 16 feet long and weighing more than 200 pounds, they can climb trees in seconds. Emperor cobras ward off predators by flaring their hoods and hissing at attackers. Like many venomous snakes, they hunt by striking prey with their poison bite, retreating until their victims die, and then returning to swallow them whole.
Snakes of some variety thrive in every non-arctic ecosystem, each with their own particular hunting patterns and defense mechanisms.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.