Tiny Beast, Unaligned
Armor Class 15
Hit Points 1 (1d4 - 1)
Speed 20 ft.
STR
2 (-4)
DEX
21 (+5)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Senses Darkvision 30 ft., Passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2

Keen Smell. The snikel has advantage on Wisdom (Perception) checks that rely on smell.

Standing Leap. The snikel's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage and if the target is Medium or smaller, the snikel attaches to it. While attached, the snikel can make this attack only against the target and has advantage on the attack roll. The attack then deals 4 (1d4 + 2) piercing damage as the barbed tentacles cut into the target. The snikel can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the snikel by succeeding on a DC 12 Strength check. Success or failure, the creature it is attached to takes 4 (1d8) piercing damage.

Description

Looking a bit like a star nosed mole with spiked tendrils instead of feelers, snikels are terrifying forest predators. They can jump among a group of people, chowing into them and killing them. Once they attach on to a target they are nearly impossible to remove. 

Monster Tags: Misc Creature

Environment: SwampUrban

theuglydragon1

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