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Iron Cobra, Greater

Greater Iron Cobra CR 11 (Combatant)

XP 12,800
N Huge construct (magical)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +20


HP 180
EAC 24; KAC 26
Fort +11; Ref +11; Will +8
DR 10/adamantine; Immunities construct immunities, magic


Speed 20 ft.
Melee bite +24 (4d6+19P plus grab and poison)
Space 15 ft.; Reach 10 ft.
Offensive Abilities breath weapon, constrict, trample (4d6+19B, DC 18)


Str +8; Dex +3; Con –; Int –; Wis +5; Cha -5
Skills Athletics +20
Other Abilities mindless, unliving


Breath Weapon (Su)

As a swift action once every 1d4+1 rounds, an greater iron cobra can exhale a 20- foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the iron cobra creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the iron cobra uses this power.

Constrict (Ex)

As a swift action, a greater iron cobra can transfer a target grappled by its bite attack into its coils and crush their body. This deals 4d6+19B damage to the grabbed target, who must also make a DC 18 Fortitude save or lose 1d4 rounds of holding their breath to avoid suffocating.

Immunity to Magic (Ex)

An iron cobra is immune to spells or spell-like abilities that allow spell resistance.

Certain spells and effects function differently against it, as noted below.

  • A magical attack that deals electricity damage slows an iron cobra (as the slow spell) for 3 rounds, with no saving throw.
  • A magical attack that deals fire damage breaks any slow effect on the iron cobra and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the iron cobra to exceed its full normal hit points, it gains any excess as temporary hit points. An iron cobra gets no saving throw against fire effects.
  • An iron cobra is affected normally by rust attacks, such as those of a rust monster or an entropic grasp spell.


Environment any
Organization solitary or gang (2-4)

Iron cobras are serpentine constructs animated by magic to serve as guardians or assassins.

Iron Cobra Chlorine Gas

Type poison (inhaled); Save Fortitude DC 18

Track Constitution; Frequency 1/round for 4 rounds

Cure 2 saves

By utilizing the arts of golem-crafting, an experienced builder can incorporate many of the formidable abilities of an iron golem. The greater iron cobra is a much more capable assassin for the master’s powerful foes so long as there is no need of subtlety.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.