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.