Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: 1. Poison Damage: The target takes 13 (3d8) poison damage. 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3. Paralysis: The target is paralyzed until the end of its next turn.
Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
Multiattack. The helmed horror makes two longsword attacks.
Longsword (One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Longsword (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage.
spell save DC 14, +6
1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slot): cone of cold
Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
DC 15, +7 to hit
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
Eldritch Blast. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates four beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage plus (3d6)fire damage.
Scorching Ray. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The warlock creates six rays when it casts this spell and it can hurl them at one or several targets in range