Amphibious. The koibra can breathe air and water. Keen Smell. The koibra has advantage on Wisdom (Perception) checks that rely on smell. Luck. Creatures have disadvantage on attack rolls against the koibra. The koibra also has advantage on any saving throws against spells and other magical effects. Limited Telepathy. The koibra can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. Pressure Sensitivity. When the koibra is underwater, it can sense all creatures within 60 feet of it by detecting slight current and vibrations in the liquid. The koibra can identify the size and exact number of creatures around it, but cannot detect anything specific, such as race.
Multiattack. The koibra makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage plus 7 (2d6) poison damage. The target must make a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Psychic Stare (Recharge 5-6). The koibra stares at a creature that is within 30 ft., radiating menace as it hisses. The creature must succeed on a DC 13 Intelligence saving throw or take 9 (3d4+2) psychic damage and roll disadvantage on any attack roll made until the start of the koibra's next turn. Mental Insight (3/Day). The koibra chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) against the koibra's Wisdom (Insight) check. If the koibra wins it magically learns one fact or secret about the creature.
Underwater, Forest, Hill