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
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.
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