Faolyn
(she/her)
I’m back with new dragons! A bunch of ‘em, since issue #146 was an anniversary issue and Dragon Magazine liked putting out new dragons in anniversary issues. The first of them is the cobra dragon.
When Level Up released the cultures playtest, I was surprised, but interested, to see that the list of eladrin aspects had been increased to include things other than the seasons—including Rot and Toxicity. Using this as a precedent, the cobra dragon is now a new essence dragon. It is the embodiment of poison. And a very powerful dragon it is as well.
The article mentions that cobra dragons love to collect skulls. If you have Gate Pass Gazette #6 and were looking for a reason to use that issue’s mechanoskulls outside of the lair of a necromancer or artificer, here’s your chance!
As a reminder, the MM doesn’t give a great wyrm stage for essence dragons, and I have followed suit. If you guys would rather have great wyrm essence dragons, let me know and I’ll write one up for the fang and cobra.
One more note: cobra dragon wyrmlings are Large. That is not a typo. They’re much smaller than the young cobras, but are still long enough to be considered Large.
Art by Tom Baxa
Cobra Dragon (Essence Dragon)
The Dragon’s Bestiary, Dragon Magazine #146
Created by Randy Johns
Cobra dragons are the patrons of poison and rot. They are foul, vain, paranoid creatures who revel in the despair and slow death of their enemies. Some cobra dragons begin life as other types of dragons who changed when their lands were irreparably polluted through the actions of mortals, or where gods of poisons and serpents are venerated above all, but many are born naturally in lands where toxic fumes seep up from deep vents, where snakes slither unchecked, and where every plant and fungus drips with poison. It is even said that the oldest and strongest cobras transform into cobra dragons once they reach a certain age.
Cobra dragons resemble tremendous, winged, fat-bodied hooded cobras, with glossy black scales that get only more lustrous as they age and brilliant flame-colored underbellies. The scales in their hoods resemble arsenic-gray skulls. They have a pair of small forelimbs but no hind legs. They breathe fire and deadly smoke, and even their scales are covered with a film of poison. Cobra dragons prefer living underground in hot areas, such as jungles and deserts. They make little effort to disguise their lairs—they couldn’t, as everything around them becomes poisoned and withered.
Darkness and Desolation. The lair of a cobra dragon is dark and shadowed, humid with contaminated water that drips from the toxic plants and fungi that adorns the walls and ceilings, and the air is hazy with the stinking smoke that streams from their nostrils. They hate bright light and cheery surroundings, and their lairs have an oppressive feel in them. Cobra dragons don’t live alone, however. Their cunning minds and raw animal magnetism cause all manner of creatures to flock to their sides, each of which has as toxic a mindset as the dragons. These beings ally themselves to the dragon for their own benefit at first, but are ultimately utterly dominated by its greater power.
Skull Collectors. A favorite pastime for these dragons is collecting skulls; the larger, more interesting (due to having horns or an odd shape), and rarer the creature it belonged to, the better. They prefer to collect the skulls themselves, by killing the original creature, but will accept interesting skulls as gifts or bribes. Over time, the skull-pattern in their hood shifts to resemble the most interesting skull in their collection.
Powerful cobra dragons can briefly animate these skulls, but even without that ability, cobra dragons frequently talk to these skulls—they are too paranoid to trust their minions and lieutenants, but will engage in long, one-sided discussions with their favorite pieces.
Legends and Lore
With an Arcana or Nature check, the characters can learn the following:
DC 10. Cobra dragons are the embodiment of venom and rot, and the lands they are tied to are rife with poisonous creatures and plants.
DC 15. Cobra dragons breathe toxic flames so powerful that even creatures that are normally immune to poisons can be sickened by them. Even merely touching one of these dragons can kill.
DC 20. The oldest cobra dragons can produce poisons so virulent as to wither flesh away
Cobra Dragon Encounters
Terrain: badlands, caverns, jungles, volcanoes
CR 5-10 Cobra dragon wyrmling; cobra dragon wyrmling with 1d4+2 giant poisonous snakes; cobra dragon wyrmling with 1-2 dire centipedes or swarms of poisonous snakes.
Treasure: 150 gp, 1,000 sp, vial of shadow poison, 5 striped toadstools, 4 tourmalines (worth 100 gp each), serpentine arm band (worth 250 gp), 4 antidotes, 2 potions of poison, pumpkin bomb.
CR 11-16 Young cobra dragon with 2d4+4 dragonbound warriors; young cobra dragon with gargoyle; young cobra dragon with 2d4 zombies with Vile Discharge trait; young cobra dragon with dire centipede
Treasure: 120 pp, 500 gp, pair of cups carved out of agate (worth 100 gp each), statues of writhing serpents carved out of black jade (worth 500 gp), 3 vials of belladonna, 2 vials of serpent venom, oil of etherealness, figurine of wondrous power (silver raven), cloak of protection embroidered with snakes.
CR 17-22 Young cobra dragon with fire elemental,young cobra dragon with 2-3 gargoyles; young cobra dragon with chuul; young cobra dragon with 2-3 swarms of poisonous snakes and 2d4 dragonbound warriors; adult cobra dragon.
Treasure: 500 pp, 6,000 gp, black pearl nose ring and earring, connected by a silver chain (worth 1,000 gp), 3 vial of arsenic, 1 vial of green dragon breath, skull liqueur, collection of strange reagents and notes that lead to the discovery of a rare 2nd-level spell with a poison theme, staff of the python, necklace of prayer beads with symbols of a snake god on them.
CR 23-30 Adult cobra dragon and alchemist; adult cobra dragon and sewer chimera; adult cobra dragon and giant fire elemental; adult cobra dragon and 1 cobra dragon wyrmling; ancient cobra dragon
Treasure: 1,500 pp, 3,300 gp, 2 fire opals (worth 1,000 gp each), 5 topazes (worth 500 each),, jacinth (worth 5,000 gp), 1 vial of powdered fiendhorn, 2 vials of oil of taggit, 2 vials of wyvern poison (worth 2,500 gp each), golden idol depicting a multi-tailed and multi-headed snake god (worth 2,500 gp), suit of +1 full plate with indelible pockmarks on it from drips of poison, flicker dagger.
CR 31+ 1-2 young cobra dragons; adult cobra dragon with 3-4 chuuls, 2d8+4 dragon cultists, and 2 cult fanatics; ancient cobra dragon and 2 cobra dragon wyrmlings; great wyrm cobra dragon
Treasure: 4,800 pp, 35,000 gp, a gold waterfall necklace with rubies, topazes, and yellow diamonds (25,000 gp), 4 vials of chuul ichor, 2 vials of pale tincture, vial of purple worm poison, 1 vial of walking death, a fist-sized meteorite made of rare, toxic metals (a creature that remains within 10 feet of the meteorite for 8 or more hours is poisoned until it is subjected to a lesser restoration; the metals can be used to make a dagger of venom or similar item), spell scroll of firestorm, carpet of flying (5 ft. × 7 ft.).
Signs
1. Thick, foul-smelling smoke everywhere; after each hour of travel, a character must succeed on a DC 12 Constitution saving throw or gain a level of fatigue. Even strong winds don’t disperse the smoke for more than a minute or two at a time.
2. An abundance of hostile snakes and plants with poisonous berries and toxin-dripping thorns.
3. Smoking magma vents.
4. Several humanoid skulls, lashed to a post.
5. An incongruous cave, surrounded by dead plants and the corpses and skeletons of creatures that died from venom.
6. A corpse, bloated from poison.
Behavior
1. Hostile; attacks on sight.
2. Having an animated conversation with its skulls.
3. Preaching about a snake god to devoted followers; it claims to be that god’s messiah and the cultists are about to sacrifice someone to it.
4. Spying through the skulls is has placed around its domain.
5. Ripping the flesh off of captives’ heads to examine their skulls.
6. Alchemically creating new poisons.
Cobra Dragon Lair Features
The save DC for the following effects is 13 + the dragons’ proficiency modifier. Choose or roll one or more of the following lair features:
1. The dragon’s domain is filled with venomous serpents, toxic plants, and other such creatures, which are unusually aggressive.
2. Stakes have been driven into the ground throughout the domain, and multiple skulls hang from each stake. The dragon can see through a skull, as if it had cast clairvoyance and the skull was the sensor.
3. The lair is filled with thick, noxious smoke, as per the Choking Smoke exploration challenge (Trials & Treasures).
4. No animal, plant, or source of water in the area is safe to eat without first being purified, and each day, there is a chance (a roll of 1 on a d20) that any particular Supply has been contaminated.
Names
Hemlock, Rafflesia, Serpentes, Spite, Viridis
Variant: Cobra Dragon Spellcaster
Some dragons develop the ability to innately cast spells. An earth dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.
Young (save DC X): 3/day each: enthrall, protection from poison
Adult (save DC X): 3/day each: contagion, insect plague
Ancient (save DC 23): 1/day each: inescapable malady, mass suggestion (when the dragon casts inescapable malady, it inflicts poison damage instead of necrotic damage).
Ancient Cobra Dragon
Gargantuan legendary dragon
Challenge 28 (120,000 XP)
AC 22 (natural armor)
HP 507 (26d20+234; bloodied 266)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 30 (+10) DEX 14 (+2) CON 29 (+9)
INT 19 (+4) WIS 17 (+3) CHA 25 (+7)
Proficiency +8
Maneuver DC 26
Saving Throws Str +18, Dex +10, Con +17, Int +12
Skills Perception +11 (+1d6), Persuasion +15, Stealth +10
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic, two more
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, it momentarily stops excreting toxins. Until the end of its next turn, its Venomous Slime trait doesn’t function.
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 10 (3d6) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite, once with its claws, and once with its tail. In place of its bite attack, it can use Spit Venom.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) piercing damage plus 22 (4d10) poison damage, and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 hour. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success. While poisoned, the creature can’t consume any foods or liquids and will vomit them back up.If the creature rolls a critical failure on a saving throw, it falls unconscious and can’t be awoken until it is no longer poisoned.
Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 32 (4d10+10) bludgeoning damage. And the target is grappled (escape DC 26). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 44 (8d10) fire damage and 44 (8d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 23 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling, and if the save fails by 5 or more, the creature takes 1 level of fatigue. Creatures that don’t need to breathe or are immune to poison automatically succeed. Levels of fatigue taken from this breath weapon are removed after completing a short or long rest.
Spit Venom. The dragon spits venom at a creature it can see within 90 feet. That creature must make a DC 23 Dexterity saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful one. A creature that failed its save is also poisoned for 1 minute, and while poisoned, is blinded and can’t regain hit points. It may make a new save at the end of each of its turns, ending the effect on a success.
Bonus Actions
Animate Skull. The dragon causes a skull within 120 feet of it to animate and leap forward to attack a creature within 10 feet of the skull. That creature must make a DC 23 Dexterity saving throw or take 10 (3d6) piercing damage. The skull then de-animates.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turns.
Animate Skull. The dragon uses Animate Skull.
Constrict (Costs 2 Actions). The dragon constricts a creature it is currently grappling. That creature must make a DC 24 Strength saving throw, taking 32 (4d10+10) bludgeoning damage on a failed save or half as much on a successful one.
Necrotoxin (While Blooded; Costs 3 Actions). The dragon targets a creature it can see within 60 feet of it that is poisoned, and the poison begins to burn. The creature must make a DC 23 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save or half as much on a successful one, the target takes 1 fatigue, and the target’s hit point maximum is reduced by a number equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
*
Adult Cobra Dragon
Huge legendary dragon
Challenge 22 (41,000 XP)
AC 20 (natural armor)
HP 351 (26d12+182; bloodied 175)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 27 (+8) DEX 14 (+2) CON 25 (+7)
INT 17 (+3) WIS 15 (+2) CHA 23 (+6)
Proficiency +7
Maneuver DC 23
Saving Throws Str +15, Dex +9, Con +14, Int +10
Skills Perception +9 (+1d6), Persuasion +13, Stealth +9
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Draconic, one more
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, it momentarily stops excreting toxins. Until the end of its next turn, its Venomous Slime trait doesn’t function.
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 7 (2d6) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite, once with its claws, and once with its tail. In place of its bite attack, it can use Spit Venom.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (3d10+8) piercing damage plus 16 (3d10) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be poisoned for 1 hour. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success. While poisoned, the creature can’t consume any foods or liquids and will vomit them back up.If the creature rolls a critical failure on a saving throw, it falls unconscious and can’t be awoken until it is no longer poisoned.
Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 24 (3d10+8) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 33 (6d10) fire damage and 33 (6d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 22 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling, and if the save fails by 5 or more, the creature takes 1 level of fatigue. Creatures that don’t need to breathe or are immune to poison automatically succeed. Levels of fatigue taken from this breath weapon are removed after completing a short or long rest.
Spit Venom. The dragon spits venom at a creature it can see within 90 feet. That creature must make a DC 22 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a successful one. A creature that failed its save is also poisoned for 1 minute, and while poisoned, is blinded and can’t regain hit points. It may make a new save at the end of each of its turns, ending the effect on a success.
Bonus Actions
Animate Skull. The dragon causes a skull within 60 feet of it to animate and leap forward to attack a creature within 10 feet of the skull. That creature must make a DC 21 Dexterity saving throw or take 10 (3d6) piercing damage. The skull then de-animates.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turns.
Animate Skull. The dragon uses Animate Skull.
Constrict (Costs 2 Actions). The dragon constricts a creature it is currently grappling. That creature must make a DC 23 Strength saving throw, taking 24 (3d10+8) bludgeoning damage on a failed save or half as much on a successful one.
Necrotoxin (While Blooded; Costs 3 Actions). The dragon targets a creature it can see within 60 feet of it that is poisoned, and the poison begins to burn. The creature must make a DC 23 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save or half as much on a successful one, and the target takes 1 fatigue,
*
Young Cobra Dragon
Large dragon
Challenge 13 (10,000 XP)
AC 20 (natural armor)
HP 207 (18d10+120; bloodied 103)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 24 (+7) DEX 14 (+2) CON 23 (+6)
INT 15 (+2) WIS 14 (+2) CHA 21 (+5)
Proficiency +5
Maneuver DC 20
Saving Throws Str +12, Dex +7, Con +11, Int +7
Skills Perception +7 (+1d6), Persuasion +10, Stealth +7
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Languages Common, Draconic
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 5 (1d10) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite and once with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage plus 11 (2d10) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be poisoned for 10 minutes. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10+6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 27 (5d10) fire damage and 27 (5d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 19 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed.
Cobra Dragon Wyrmling
Large dragon
Challenge 5 (1,800 XP)
AC 17 (natural armor)
HP 76 (8d10+32; bloodied 38)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 20 (+5) DEX 14 (+2) CON 19 (+4)
INT 13 (+2) WIS 12 (+1) CHA 17 (+3)
Proficiency +3
Maneuver DC 16
Saving Throws Str +12, Dex +7, Con +11, Int +7
Skills Perception +7 (+1d6), Persuasion +10, Stealth +7
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Languages Common, Draconic
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage plus 11 (2d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minutes. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 17 (3d10) fire damage and 17 (3d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision.
When Level Up released the cultures playtest, I was surprised, but interested, to see that the list of eladrin aspects had been increased to include things other than the seasons—including Rot and Toxicity. Using this as a precedent, the cobra dragon is now a new essence dragon. It is the embodiment of poison. And a very powerful dragon it is as well.
The article mentions that cobra dragons love to collect skulls. If you have Gate Pass Gazette #6 and were looking for a reason to use that issue’s mechanoskulls outside of the lair of a necromancer or artificer, here’s your chance!
As a reminder, the MM doesn’t give a great wyrm stage for essence dragons, and I have followed suit. If you guys would rather have great wyrm essence dragons, let me know and I’ll write one up for the fang and cobra.
One more note: cobra dragon wyrmlings are Large. That is not a typo. They’re much smaller than the young cobras, but are still long enough to be considered Large.
Art by Tom Baxa
Cobra Dragon (Essence Dragon)
The Dragon’s Bestiary, Dragon Magazine #146
Created by Randy Johns
Cobra dragons are the patrons of poison and rot. They are foul, vain, paranoid creatures who revel in the despair and slow death of their enemies. Some cobra dragons begin life as other types of dragons who changed when their lands were irreparably polluted through the actions of mortals, or where gods of poisons and serpents are venerated above all, but many are born naturally in lands where toxic fumes seep up from deep vents, where snakes slither unchecked, and where every plant and fungus drips with poison. It is even said that the oldest and strongest cobras transform into cobra dragons once they reach a certain age.
Cobra dragons resemble tremendous, winged, fat-bodied hooded cobras, with glossy black scales that get only more lustrous as they age and brilliant flame-colored underbellies. The scales in their hoods resemble arsenic-gray skulls. They have a pair of small forelimbs but no hind legs. They breathe fire and deadly smoke, and even their scales are covered with a film of poison. Cobra dragons prefer living underground in hot areas, such as jungles and deserts. They make little effort to disguise their lairs—they couldn’t, as everything around them becomes poisoned and withered.
Darkness and Desolation. The lair of a cobra dragon is dark and shadowed, humid with contaminated water that drips from the toxic plants and fungi that adorns the walls and ceilings, and the air is hazy with the stinking smoke that streams from their nostrils. They hate bright light and cheery surroundings, and their lairs have an oppressive feel in them. Cobra dragons don’t live alone, however. Their cunning minds and raw animal magnetism cause all manner of creatures to flock to their sides, each of which has as toxic a mindset as the dragons. These beings ally themselves to the dragon for their own benefit at first, but are ultimately utterly dominated by its greater power.
Skull Collectors. A favorite pastime for these dragons is collecting skulls; the larger, more interesting (due to having horns or an odd shape), and rarer the creature it belonged to, the better. They prefer to collect the skulls themselves, by killing the original creature, but will accept interesting skulls as gifts or bribes. Over time, the skull-pattern in their hood shifts to resemble the most interesting skull in their collection.
Powerful cobra dragons can briefly animate these skulls, but even without that ability, cobra dragons frequently talk to these skulls—they are too paranoid to trust their minions and lieutenants, but will engage in long, one-sided discussions with their favorite pieces.
Legends and Lore
With an Arcana or Nature check, the characters can learn the following:
DC 10. Cobra dragons are the embodiment of venom and rot, and the lands they are tied to are rife with poisonous creatures and plants.
DC 15. Cobra dragons breathe toxic flames so powerful that even creatures that are normally immune to poisons can be sickened by them. Even merely touching one of these dragons can kill.
DC 20. The oldest cobra dragons can produce poisons so virulent as to wither flesh away
Cobra Dragon Encounters
Terrain: badlands, caverns, jungles, volcanoes
CR 5-10 Cobra dragon wyrmling; cobra dragon wyrmling with 1d4+2 giant poisonous snakes; cobra dragon wyrmling with 1-2 dire centipedes or swarms of poisonous snakes.
Treasure: 150 gp, 1,000 sp, vial of shadow poison, 5 striped toadstools, 4 tourmalines (worth 100 gp each), serpentine arm band (worth 250 gp), 4 antidotes, 2 potions of poison, pumpkin bomb.
CR 11-16 Young cobra dragon with 2d4+4 dragonbound warriors; young cobra dragon with gargoyle; young cobra dragon with 2d4 zombies with Vile Discharge trait; young cobra dragon with dire centipede
Treasure: 120 pp, 500 gp, pair of cups carved out of agate (worth 100 gp each), statues of writhing serpents carved out of black jade (worth 500 gp), 3 vials of belladonna, 2 vials of serpent venom, oil of etherealness, figurine of wondrous power (silver raven), cloak of protection embroidered with snakes.
CR 17-22 Young cobra dragon with fire elemental,young cobra dragon with 2-3 gargoyles; young cobra dragon with chuul; young cobra dragon with 2-3 swarms of poisonous snakes and 2d4 dragonbound warriors; adult cobra dragon.
Treasure: 500 pp, 6,000 gp, black pearl nose ring and earring, connected by a silver chain (worth 1,000 gp), 3 vial of arsenic, 1 vial of green dragon breath, skull liqueur, collection of strange reagents and notes that lead to the discovery of a rare 2nd-level spell with a poison theme, staff of the python, necklace of prayer beads with symbols of a snake god on them.
CR 23-30 Adult cobra dragon and alchemist; adult cobra dragon and sewer chimera; adult cobra dragon and giant fire elemental; adult cobra dragon and 1 cobra dragon wyrmling; ancient cobra dragon
Treasure: 1,500 pp, 3,300 gp, 2 fire opals (worth 1,000 gp each), 5 topazes (worth 500 each),, jacinth (worth 5,000 gp), 1 vial of powdered fiendhorn, 2 vials of oil of taggit, 2 vials of wyvern poison (worth 2,500 gp each), golden idol depicting a multi-tailed and multi-headed snake god (worth 2,500 gp), suit of +1 full plate with indelible pockmarks on it from drips of poison, flicker dagger.
CR 31+ 1-2 young cobra dragons; adult cobra dragon with 3-4 chuuls, 2d8+4 dragon cultists, and 2 cult fanatics; ancient cobra dragon and 2 cobra dragon wyrmlings; great wyrm cobra dragon
Treasure: 4,800 pp, 35,000 gp, a gold waterfall necklace with rubies, topazes, and yellow diamonds (25,000 gp), 4 vials of chuul ichor, 2 vials of pale tincture, vial of purple worm poison, 1 vial of walking death, a fist-sized meteorite made of rare, toxic metals (a creature that remains within 10 feet of the meteorite for 8 or more hours is poisoned until it is subjected to a lesser restoration; the metals can be used to make a dagger of venom or similar item), spell scroll of firestorm, carpet of flying (5 ft. × 7 ft.).
Signs
1. Thick, foul-smelling smoke everywhere; after each hour of travel, a character must succeed on a DC 12 Constitution saving throw or gain a level of fatigue. Even strong winds don’t disperse the smoke for more than a minute or two at a time.
2. An abundance of hostile snakes and plants with poisonous berries and toxin-dripping thorns.
3. Smoking magma vents.
4. Several humanoid skulls, lashed to a post.
5. An incongruous cave, surrounded by dead plants and the corpses and skeletons of creatures that died from venom.
6. A corpse, bloated from poison.
Behavior
1. Hostile; attacks on sight.
2. Having an animated conversation with its skulls.
3. Preaching about a snake god to devoted followers; it claims to be that god’s messiah and the cultists are about to sacrifice someone to it.
4. Spying through the skulls is has placed around its domain.
5. Ripping the flesh off of captives’ heads to examine their skulls.
6. Alchemically creating new poisons.
Cobra Dragon Lair Features
The save DC for the following effects is 13 + the dragons’ proficiency modifier. Choose or roll one or more of the following lair features:
1. The dragon’s domain is filled with venomous serpents, toxic plants, and other such creatures, which are unusually aggressive.
2. Stakes have been driven into the ground throughout the domain, and multiple skulls hang from each stake. The dragon can see through a skull, as if it had cast clairvoyance and the skull was the sensor.
3. The lair is filled with thick, noxious smoke, as per the Choking Smoke exploration challenge (Trials & Treasures).
4. No animal, plant, or source of water in the area is safe to eat without first being purified, and each day, there is a chance (a roll of 1 on a d20) that any particular Supply has been contaminated.
Names
Hemlock, Rafflesia, Serpentes, Spite, Viridis
Variant: Cobra Dragon Spellcaster
Some dragons develop the ability to innately cast spells. An earth dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.
Young (save DC X): 3/day each: enthrall, protection from poison
Adult (save DC X): 3/day each: contagion, insect plague
Ancient (save DC 23): 1/day each: inescapable malady, mass suggestion (when the dragon casts inescapable malady, it inflicts poison damage instead of necrotic damage).
Ancient Cobra Dragon
Gargantuan legendary dragon
Challenge 28 (120,000 XP)
AC 22 (natural armor)
HP 507 (26d20+234; bloodied 266)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 30 (+10) DEX 14 (+2) CON 29 (+9)
INT 19 (+4) WIS 17 (+3) CHA 25 (+7)
Proficiency +8
Maneuver DC 26
Saving Throws Str +18, Dex +10, Con +17, Int +12
Skills Perception +11 (+1d6), Persuasion +15, Stealth +10
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic, two more
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, it momentarily stops excreting toxins. Until the end of its next turn, its Venomous Slime trait doesn’t function.
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 10 (3d6) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite, once with its claws, and once with its tail. In place of its bite attack, it can use Spit Venom.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) piercing damage plus 22 (4d10) poison damage, and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 hour. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success. While poisoned, the creature can’t consume any foods or liquids and will vomit them back up.If the creature rolls a critical failure on a saving throw, it falls unconscious and can’t be awoken until it is no longer poisoned.
Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 32 (4d10+10) bludgeoning damage. And the target is grappled (escape DC 26). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 44 (8d10) fire damage and 44 (8d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 23 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling, and if the save fails by 5 or more, the creature takes 1 level of fatigue. Creatures that don’t need to breathe or are immune to poison automatically succeed. Levels of fatigue taken from this breath weapon are removed after completing a short or long rest.
Spit Venom. The dragon spits venom at a creature it can see within 90 feet. That creature must make a DC 23 Dexterity saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful one. A creature that failed its save is also poisoned for 1 minute, and while poisoned, is blinded and can’t regain hit points. It may make a new save at the end of each of its turns, ending the effect on a success.
Bonus Actions
Animate Skull. The dragon causes a skull within 120 feet of it to animate and leap forward to attack a creature within 10 feet of the skull. That creature must make a DC 23 Dexterity saving throw or take 10 (3d6) piercing damage. The skull then de-animates.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turns.
Animate Skull. The dragon uses Animate Skull.
Constrict (Costs 2 Actions). The dragon constricts a creature it is currently grappling. That creature must make a DC 24 Strength saving throw, taking 32 (4d10+10) bludgeoning damage on a failed save or half as much on a successful one.
Necrotoxin (While Blooded; Costs 3 Actions). The dragon targets a creature it can see within 60 feet of it that is poisoned, and the poison begins to burn. The creature must make a DC 23 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save or half as much on a successful one, the target takes 1 fatigue, and the target’s hit point maximum is reduced by a number equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
*
Adult Cobra Dragon
Huge legendary dragon
Challenge 22 (41,000 XP)
AC 20 (natural armor)
HP 351 (26d12+182; bloodied 175)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 27 (+8) DEX 14 (+2) CON 25 (+7)
INT 17 (+3) WIS 15 (+2) CHA 23 (+6)
Proficiency +7
Maneuver DC 23
Saving Throws Str +15, Dex +9, Con +14, Int +10
Skills Perception +9 (+1d6), Persuasion +13, Stealth +9
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Draconic, one more
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, it momentarily stops excreting toxins. Until the end of its next turn, its Venomous Slime trait doesn’t function.
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 7 (2d6) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite, once with its claws, and once with its tail. In place of its bite attack, it can use Spit Venom.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (3d10+8) piercing damage plus 16 (3d10) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be poisoned for 1 hour. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success. While poisoned, the creature can’t consume any foods or liquids and will vomit them back up.If the creature rolls a critical failure on a saving throw, it falls unconscious and can’t be awoken until it is no longer poisoned.
Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 24 (3d10+8) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 33 (6d10) fire damage and 33 (6d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 22 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling, and if the save fails by 5 or more, the creature takes 1 level of fatigue. Creatures that don’t need to breathe or are immune to poison automatically succeed. Levels of fatigue taken from this breath weapon are removed after completing a short or long rest.
Spit Venom. The dragon spits venom at a creature it can see within 90 feet. That creature must make a DC 22 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a successful one. A creature that failed its save is also poisoned for 1 minute, and while poisoned, is blinded and can’t regain hit points. It may make a new save at the end of each of its turns, ending the effect on a success.
Bonus Actions
Animate Skull. The dragon causes a skull within 60 feet of it to animate and leap forward to attack a creature within 10 feet of the skull. That creature must make a DC 21 Dexterity saving throw or take 10 (3d6) piercing damage. The skull then de-animates.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turns.
Animate Skull. The dragon uses Animate Skull.
Constrict (Costs 2 Actions). The dragon constricts a creature it is currently grappling. That creature must make a DC 23 Strength saving throw, taking 24 (3d10+8) bludgeoning damage on a failed save or half as much on a successful one.
Necrotoxin (While Blooded; Costs 3 Actions). The dragon targets a creature it can see within 60 feet of it that is poisoned, and the poison begins to burn. The creature must make a DC 23 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save or half as much on a successful one, and the target takes 1 fatigue,
*
Young Cobra Dragon
Large dragon
Challenge 13 (10,000 XP)
AC 20 (natural armor)
HP 207 (18d10+120; bloodied 103)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 24 (+7) DEX 14 (+2) CON 23 (+6)
INT 15 (+2) WIS 14 (+2) CHA 21 (+5)
Proficiency +5
Maneuver DC 20
Saving Throws Str +12, Dex +7, Con +11, Int +7
Skills Perception +7 (+1d6), Persuasion +10, Stealth +7
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Languages Common, Draconic
Venomous Slime. The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature takes 5 (1d10) poison damage.
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Multiattack. The dragon attacks once with its bite and once with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage plus 11 (2d10) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be poisoned for 10 minutes. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10+6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 27 (5d10) fire damage and 27 (5d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision. Each creature that starts its turn in that area must make a DC 19 Constitution saving throw against poison. On a failed save, the creature also spends its action retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed.
Cobra Dragon Wyrmling
Large dragon
Challenge 5 (1,800 XP)
AC 17 (natural armor)
HP 76 (8d10+32; bloodied 38)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 20 (+5) DEX 14 (+2) CON 19 (+4)
INT 13 (+2) WIS 12 (+1) CHA 17 (+3)
Proficiency +3
Maneuver DC 16
Saving Throws Str +12, Dex +7, Con +11, Int +7
Skills Perception +7 (+1d6), Persuasion +10, Stealth +7
Damage Resistances acid
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Languages Common, Draconic
Vicious Toxins. Poison damage inflicted by the dragon ignores resistance to poison damage, and creatures that are immune to poison damage take half damage instead.
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage plus 11 (2d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minutes. The poisoned creature may make a new save at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the dragon can’t attack another creature with its tail.
Foul Flame Breath (Recharge 5-6). The dragon exhales poisonous, smoky-purple flames in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 17 (3d10) fire damage and 17 (3d10) poison damage on a failed save, or half as much damage on a success. Additionally, the area is heavily obscured for 1 minute by thick, choking clouds or until it is dispersed by a moderate or greater wind. This cloud doesn’t impede the dragon’s vision.
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