I agree, that could be one. Simply make poison save or die if that is what you like. Just let the group know and its done!
Or Save or A Lot of Poison Damage.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw. being slain on a failed save, or taking 2 (1d4) poision damage on a successful one.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage and is blinded for 1 round on a failed save or taking half as much damage on a successful one.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, being poisoned on a failed save. A creature poisoned by the snake's bite takes 2d4 poison damage at the start of each turn. At the end of each turn, a creature can make the save to remove the poison.
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