Cleon
Legend
Okay, the 4E Wereserpent is venomous like the White Dwarf version but also has constriction attacks like the 3E version.
Its Constrict is pretty close to the standard 5E "grabbing" Constrict and the Drag Foe reminds me of the "grab and drag" Constrict of the 5E Water Weird[/b].
However, the Standard grappling rule allows for dragging foes as you move, so adding a Drag Foe ability may be superfluous unless you want to make the Wereserpent better at it?
That can be achieve with a Special Trait instead of a Special Action though. One that says its speed is halved only if its dragging a victim of a size larger than itself.
For reference:
The Serpentine Shift is a bit trickier. Letting EVERY serpent ally within 50 feet shift 10 feet as a free action is a bit wonky. That'd cause the old "Peasant Railgun" problem as a line of Wereserpents can shift allies along its length for any distance they like, just be all using Serpentine Shift in the same round.
Heck it's worse than the Peasant Railgun in that multiple allies can move up and down the line in any direction they like.
I'd probably have it so it allows allies to use their Reaction to move a certain distance. That'd be a lot more manageable.
Its Constrict is pretty close to the standard 5E "grabbing" Constrict and the Drag Foe reminds me of the "grab and drag" Constrict of the 5E Water Weird[/b].
However, the Standard grappling rule allows for dragging foes as you move, so adding a Drag Foe ability may be superfluous unless you want to make the Wereserpent better at it?
That can be achieve with a Special Trait instead of a Special Action though. One that says its speed is halved only if its dragging a victim of a size larger than itself.
For reference:
SRD said:Grappling
Moving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Constrictor Snake
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
Water Weird
Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 10 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.
The Serpentine Shift is a bit trickier. Letting EVERY serpent ally within 50 feet shift 10 feet as a free action is a bit wonky. That'd cause the old "Peasant Railgun" problem as a line of Wereserpents can shift allies along its length for any distance they like, just be all using Serpentine Shift in the same round.
Heck it's worse than the Peasant Railgun in that multiple allies can move up and down the line in any direction they like.
I'd probably have it so it allows allies to use their Reaction to move a certain distance. That'd be a lot more manageable.