Large Monstrosity, Any Chaotic Alignment
Armor Class 14 Natural armor
Hit Points 35 (5d10 + 5)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +5, CON +7
Damage Vulnerabilities Acid
Senses Tremorsense 20ft, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack:  +3 to hit, reach 5 ft., one target. Hit:  6 (1d6 + 2) piercing and 3 (1d4) poison damage, and the target must make a constitution saving throw (DC 12) or be poisoned until the end of its turn.

Tail Bash. Melee Weapon Attack:  +3 to hit, reach 10 ft., one/multiple target(s). Hit:  10 (2d6 + 2) bludgeoning damage, and the target must make a strength saving throw (DC 14) or be pushed 10ft. backwards and knocked prone.

Reactions

Evolve. Once per round, the Adaptive Snapjaw can mutate based on what type of damage it takes. As a reaction it gains resistance to the type of damage it will take until the end of an opponents turn. It can only do this, if it was hit by the same type of damage before. It cannot gain resistance to magical damage.

Monster Tags: monstrositySimic

TheWarriorNick

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