Copperheads

Description: 

  The Copper Heads are humanoid rattlesnake creatures, standing about 6-7 feet tall, with scaled, copper-colored skin and sharp fangs. Their lower bodies resemble the coiled tail of a rattlesnake, allowing them to slither rapidly across surfaces. They wear rugged, makeshift armor and often carry weapons reminiscent of the Wild West, such as revolver-like crossbows or dual-wielded blades. Their eyes glow a predatory yellow, and they often sport bandanas or wide-brimmed hats, adding to their outlaw image.  

Tactics

  • hunt in groups, prefer ambush tactics or overwhelming numbers
  • skilled survivalists in the destert, will lead hunters out and let the elements wear them down 
  • underground dwellers, constructed extensive underground burrows across the desert 

Stats

Medium humanoid (snake), neutral evil
  • Armor Class: 14 (leather armor)
  • Hit Points: 27 (5d8 + 5)
  • Speed: 30 ft., burrow 10 ft.
  • Saving Throws: Dexterity +4, Constitution +6
  • Damage Resistances: Fire 
  • Immunities: Poisoned
Underground Ambusher Ability:
  • The Copper Head has advantage on attack rolls against creatures that haven't taken a turn in combat yet or against creatures surprised by the Copper Head's ambush tactics.

Attacks:

  • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 3 (1d6) poison damage.
  • Longshot/sluggers: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage.

Special Ability:

  • Venomous Strike (Recharge 5–6): When the Copper Head hits with a melee attack, it can inject a potent venom. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.