“Don’t look now, but it seems that there are some sort of snakes following us through the gloom,” hissed Erlan Cless to his companions.
“Perfect. That is just what we need!” exclaimed Chalk.
Koram pulled his sword from its scabbard slowly.
“If that thing isn’t magical, we could be in big trouble,” said Cless to Koram.
“There is only one way to find out,” replied Chalk, spinning and casting a spell.
Bright streams of light raced from Chalk’s fingers, illuminating the dismal dungeon room, revealing a half dozen shadowy looking cobras that hissed and snarled as if the light caused them pain. Koram walked in, swinging the sword that they had found a while earlier in the depths of the catacomb.
No. Enc.: 1-6(1d10)
Movement: 90’ (30’)
Armor Class: 5
Hit Dice: 3+3
Damage: 1d8 (bite and see below)
Hoard Class: XIX
Sleek and fast, the horrific monsters known as shadow cobras have been the demise of many an underground adventurer. Made of the material of the Plane of Shadow and given unnatural life through necromantic magic, these fearsome creatures are both intelligent and malign. Shadow cobras attack with a vicious bite, those bitten must make a save versus poison or the venom of the shadow cobra will begin to take effect. Unless a Remove Curse spell is cast upon the afflicted each day the person will begin to fade a little more, upon the seventh day the victim will become a Shadow. Only magical weapons may affect a shadow cobra, and spells that cause bright light to appear will automatically reveal these creatures and deal them 1d4 points of damage. Unlike Shadows the piercing eyes of the Shadow Cobras can be seen as little points of evil in the darkness, making them easier to spot (surprise on a Surprise Check of 1-3 on a d6).