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===Combat=== Were-king cobras try to avoid direct confrontations, preferring to attack by surprise. When stalking prey were-king cobras move through the undergrowth in silence, approaching to within a few feet of their prey before striking. The utter silence with which the wereking cobra moves imposes a -4 penalty to its opponents’ surprise rolls. The were-king cobra is able to inject a deadly poison into its prey with its half-inch long fangs. A victim of the were-king cobra’s bite must save vs. poison with a -4 penalty or die in 6+1d4 rounds. If the die roll of a human victim’s saving throw indicates failure, but fall within 4 points of the number needed for success, the victim will not die, though he may wish he had. Instead, his body is racked with tremors and pain. The victim soon falls comatose, bedridden with a high fever and chills for a week, but will then mysteriously recover. Unknown to the victim, he has contracted lycanthropy from the bite and will transform into a were-king cobra as described below. While in snake or hybrid form, hereditary and maledictive were-king cobras can use a mesmerizing dance called the “Dance of the Cobra.” All those within 60 feet who watch the snake’s hypnotic dance must save vs. paralysis or be enthralled (as per the spell) for 1d6 rounds after the dance ends. Some were-king cobras have mastered the dance enough to inflict a -2 penalty to the victim’s saving throw. Only weapons made of ivory or imbued with at least a +1 magical enchantment can harm were-king cobras. Contrary to popular belief, were-king cobras are not mesmerized by pipe music. However, the sound does make them lethargic. If a were-king cobra hears the pipe music of a snake-charmer for 5 consecutive rounds, it will be affected as if by a slow spell. Typically, a hereditary or maledictive were-king cobra will simply flee at the sound of such music, returning at a later time when its prey is unaware.
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