Neutral Small Construct (3-ft. long)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%; Others +17% (silent) or automatic (hide in shadows)
SENSES: infravision
ARMOR CLASS: 0 (AD 3)
SPEED: 120 ft.
HIT DICE: 1 (hp 4)
% IN LAIR: nil
TREASURE TYPE: See description
ATTACK AC 0: 19
MELEE: bite (1d3 plus poison)
SPECIAL ATTACKS: poison; Hits As: normal
SPECIAL DEFENSES: construct traits, immune to webs, mindless, resistance to spells; DR +1 (half)
WEAKNESS: mindless
SPECIAL QUALITIES: hide in shadows (49%), silent movement, track quarry
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
SAVES vs. SPELLS: Poison 11, Petrify 9, Wand 7, Breath 11, Spell 8
LEVEL: III (XP 92 or 88+1 per h.p.)
Damage Resistance. An iron cobra takes half damage from mundane weapons.
Poison. An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir is a complex activity that takes 5 rounds. The creator can fill the reservoir with any injury poison, though acid, alchemical substances, and even stranger liquids have been used. Typically the poison is insinuative Type E: A victim bitten must save vs. Poison or become poisoned—It will fall into a coma and die (save negates).
Resistance to Spells. An iron cobra makes saving throws versus Spells or Spell-like Abilities as a magic-user (CL 12).
Silent Movement. When an iron cobra begins moving, the first 30-ft. of movement is 100% silent.
Track Quarry. If the creator of an iron cobra gives the construct the (full, true) name of an individual creature located within one mile, the construct will unerringly track that individual and attack it. A quarry under the effect of a mind blank or non-detection effect cannot be tracked (appears not within range).
The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra's poison reservoir can contain multiple types of venom, the construct's specific use can be further tailored by varying the poison used.
Combat. The creature is typically stationed in a shadowy place where it can glide forth from behind and strike the intruders. An iron cobra that succeeds it's hide in shadows check will automatically surprise foes with a standard surprise chance (otherwise, creatures gain their Sense Invisible check; eg. An elf with keen senses has a 10% chance of not being surprised).
Environment. Underground