NECROPHIDIUSMedium construct, unaligned
DEFENSEArmor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
|STR 10 (+0)||DEX 18 (+4)||CON 15 (+2)||INT 2 (-4)||WIS 10 (+0)||CHA 1 (-5)|
STATISTICSDamage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Dance of Death. As a bonus action, the necrophidius can sway back and forth in a hypnotic rhythm. Any creature within 30 feet that sees this dance must succeed on a DC 12 Wisdom saving throw or be charmed. While charmed in this way, the creature is also incapacitated. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A target that successfully saves is immune to this necrophidius's dance for the next 24 hours.
Magic Resistance. The necrophidius has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The necrophidius appears to be a great skeletal snake topped with a human skull. The necrophidius is a construct created by an arcane caster to serve as a guardian or assassin. It performs its assigned task with great skill, and being a construct, it never questions its duty as guard or assassin.
A typical necrophidius is 10 feet long.
The necrophidius opens combat with its dance of death ability; charmed victims are bitten and paralyzed. Paralyzed victims are either slain by the necrophidius or left to their own accord (depending on the exact instructions given to the necrophidius by its creator).