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
Condition Immunities
Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Unconscious
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
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Posted May 18, 2022Yay this is like the only harry potter thing
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Posted May 18, 2022On dnd beyond