Acrid Fluids. A creature within 5 feet of the schnoz takes 4 (1d8) acid damage whenever it hits the schnoz with a melee attack that deals piercing or slashing damage.
Sensitive Smell. The schnoz is aware of the presence of any creatures within 30 ft., or 60 ft. if the creature hasn't bathed in the last day, of it. It knows the distance and direction to each creature. The schnoz also has disadvantage against bad smell effects, for example stinking cloud.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8+4) bludgeoning damage.
Snotty Tentacles: The schnoz fires two of its snotty tentacles at random (roll two 1d4s). The schnoz has 4 tentacles it can fire from, two of which can fire the Snot Blast and the other two the Mucus Spray, choosing targets it can smell within 60 ft. of it.
1-2: Snot Blast: Ranged Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 13 (2d8+4) acid damage and 13 (2d8+4) poison damage. If this attack hits, the creature's movement is reduced by half until the end of its turn.
3-4: Mucus Spray: One of the tentacles spray mucus in a 30-foot cone. Each creature inside the cone must make a DC 14 Constitution saving throw, taking 13 (2d8+4) poison damage and be poisoned on a failed save, or half as much damage on a successful save. When poisoned, the poisoned creature takes an additional 9 (2d8) poison damage at the start of its turn . At the end of the poisoned creature's turn, they can make DC 14 Constitution saving throw and not be poisoned on a successful save.
Vitriolic Sneeze (Recharge 4–6). The schnoz forcefully sneezes acid in a 30-foot sphere centered around the schnoz. Each creature inside the sphere beside the schnoz must make a DC 16 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much on a successful save. Creatures that failed the save must also make a DC 16 Strength saving throw, getting knocked back 20 ft. away from the schnoz on a failed save.
Description
When a true beholder has a vivid nightmare of succumbing to illness and having incredible stench, that is when a schnoz comes into being. Its coloration leans more toward blues and sickly greens, often taking the form the beholder felt when being unable to breath, with its large nose taking place in stead of a beholder's usual large eye with only four thick tentacles on their body. Schnozes don't have mouths, but can speak through any of its nostrils in a low and ill-sounding voice.
Schnozes are scared of true beholders, and often try to flee when they smell them. Despite fearing them, they still possess the same territorial and xenophobic instincts of a true beholder, some even being incredibly aggressive toward new and unrecognized scents, and some even attack objects over the tiniest foreign stench. If a schnoz is subjugated by a true beholder, they often serve as tight security at the entrance to the beholder's lair, not letting anything foreign pass. Schnozes have an incredibly sensitive sense of smell, and will detect anything trying to slip past them, making them reliable guards. Sometimes, they may mistake other subjects as enemies and assault them. As an added benefit, they keep the surroundings spotlessly clean.
A schnoz constantly consume airborne particles in the air and from surfaces it sniffs, which it turns into poisonous and acidic fluid within itself. A schnoz produces so much of this snot that it leaks out from its nostrils, often causing melted patches on the ground in their wake. To navigate, they constantly smell and identify their surrounding with its four tentacles whilst smelling the path it takes through its main nose. If a schnoz happens to kill a creature, it slowly dissolves it with its acid and snorts it through its many nostrils. A schnoz that has recently eating this way often has snot pour out like a small waterfall.
Schnozes are brutes when it comes to combat, but prefer to keep distance and are careful to let anybody near itself. Most of the time, it will try to kill by shooting its snot over a long distance and try to make the battle as short as possible. When fighting against a group, the schnoz can identify and target the weakest member by their weakest stench.







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