Free interactive D&D 5e SRD stat block

Flying Snake

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

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)

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, no listed actions), but a single bite landing on the wizard mid-spell is a Concentration save, and that save is the entire reason this monster shows up at the table.

Treat the snake as opportunistic. It does not march toward initiative; it drops from a branch when something walks underneath, makes one bite (treat as a +4 to hit, 1 piercing plus a small poison effect if you want to extrapolate from CR 1/8 conventions), then either flies off at 60 ft. or hangs on for one more round. Blindsight 10 ft. and a fly speed of 60 ft. mean it picks its target and its escape lane in the same beat. 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 compound the Concentration check problem, and a party crossing open terrain is an easy target. Flocks rarely fight to the last snake; once one or two are dropped, the rest scatter into the canopy and are not seen again unless the party comes 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, and 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.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →