Huge Monstrosity, Chaotic Neutral
Armor Class 20 Natural Armour
Hit Points 310 (20d12 + 180)
Speed 25 ft., Swim 20 ft., Burrow 15 ft.
STR
27 (+8)
DEX
14 (+2)
CON
29 (+9)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +13, DEX +7, CON +14
Damage Vulnerabilities Cold
Damage Resistances Lightning, Radiant
Damage Immunities Acid, Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Blindsight 50ft, Darkvision 240ft, Passive Perception 12
Languages Deep Speech, Druidic, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Charge. If this creature moves up to 25ft and then attacks with horn attack, deal an extra 1d12 piercing damage.

 

Actions

Horn Attack. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 27 (3d12 + 8) piercing damage. Whether or not the attack hits, the target and everyone within 15ft of the target must succeed on a DC 15 Dexterity saving throw or take 27 (5d10) fire damage or half the damage on a successful save. The target and everyone within 15ft must succeed on a DC 20 Strength saving throw or be knocked 25ft away from the Snorcack, or 10ft away on a successful save. The target and everyone within 15ft must succeed on a DC 15 Strength saving throw or be knocked prone.

 

Lair and Lair Actions

 

 

Habitat: GrasslandHillSwamp

Al_45Celestial

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