Tiny Aberration, Typically Neutral Evil
Armor Class 12 Natural Armor
Hit Points 8 (1d8 + 4)
Speed 10 ft.
STR
12 (+1)
DEX
16 (+3)
CON
10 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +3, DEX +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Tremorsense 30 ft., Passive Perception 10
Languages Telepathy
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Passive Camouflage. Attempts to spot the cone-snail while it is hiding are at disadvantage.

Infiltrator. The cone-snail can enter and occupy another creature's space without suffering any penalties, but must be in another creature's space in order to attack it.

Actions

Horn Stab. Melee Weapon Attack: +4 to hit, reach 0 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage. The target creature must make a DC 12 constitution saving throw or take an additional 2d6 poison damage (half as much on a successful save) and become poisoned until the end of their next turn.

 

Description

The smallest spawn of a sessile equoid, the cone-snail is a slow-moving, venomous scavenger and is technically the male form of the equoid.

Habitat: Forest

Jakorosin

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