Free interactive D&D 5e SRD stat block

Flying Snake

Tiny Monstrosity, CR 1/8, AC 14, 5 HP. Unaligned.

A winged emerald snake gliding through jungle light.
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Tiny Monstrosity, Unaligned

AC
14
Initiative
+2 (12)
HP
5 (2d4)
Speed
30 ft., Fly 60 ft., Swim 30 ft.
ScoreModSave
STR 4 -3 -3
DEX 15 +2 +2
CON 11 +0 +0
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Senses
Blindsight 10 ft.; Passive Perception 11
Languages
None
CR
1/8 (XP 25; PB +2)

Traits

Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.

How to run Flying Snake

A flying snake is a jungle hazard with a CR. It is the encounter you stage when the party is doing something else, like crossing a rope bridge, hauling an idol out of a temple, or sneaking through a canopy. The snake itself is barely a threat (5 HP, AC 14, Flyby), but a single bite landing on the wizard mid-spell is a poison save and a Concentration check, and that save is why this monster exists.

Treat the snake as opportunistic. It does not march toward initiative. It drops from a branch when something walks underneath, makes one Bite (plus 4 to hit, 1 piercing plus 2d4 poison), then either flies off at 60 ft. or hangs on for one more round if momentum favors it. Flyby means it can attack and escape in the same turn without provoking opportunity attacks. The party will spend two rounds trying to hit a Tiny aerial target with AC 14 and feel ridiculous about it.

Use them in flocks of three or four if you want a real fight. Coordinated bites against the same target multiply the poison damage and the Concentration problem. A party crossing open terrain is an easy target. Flocks rarely fight to the last snake; once one or two drop, the rest scatter into the canopy and don't return unless the party presses back through.

Have the first snake strike before initiative, mid-description of the environment. The player whose turn was about to begin loses a beat figuring out what just happened. That is the snake doing its job.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser, share a state with the URL bar.

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