Large Plant, Any Non-Lawful Alignment
Armor Class 14 Natural armor
Hit Points 40 (10d8 + 2)
Speed 45 ft., Burrow 20 ft. Can burrow to half its height for a +2 bonus for stealth
STR
18 (+4)
DEX
19 (+4)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
4 (-3)
Saving Throws DEX +7, CON +5, WIS +4
Skills Stealth +8
Damage Vulnerabilities Fire
Damage Immunities Acid, Poison
Condition Immunities Charmed, Poisoned
Senses Tremorsense The Arcane Snapjaw must be touching the ground for tremorsense, Passive Perception 12
Languages None
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Camouflage. The Arcane Snapjaw has advantage on stealth checks in an environment with plants.

Spellcasting. The Arcane Snapjaw is a 3-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +2 to hit with spell attacks). The Arcane Snapjaw has following wizard spells prepared:
Cantrips (at will): Mold earth, Poison spray 
1st level (2 slots): Magic missile

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 16 (2d12 + 4) piercing damage. 

Acid Spit. Ranged Weapon Attack: +4 to hit, range 40/80 ft., 3 target. Hit: 7 (1d6 + 4) acid damage.

Reactions

Opportunity Attack. If a creature walks within 10 ft. of the Snapjaw Seedling, the Snapjaw Seedling will preform a bite attack on the creature.

Fear of Fire. If a fire is within 30 ft. of the Snapjaw Seedling, it will retreat to 30 ft. away from the fire if possible.

Description

After a druid was corrupted by a powerful god, it created the Snapjaw to defend it's lair. Once the druid died, the Snapjaws left the lair in search of food. They continue to live in the wild, roaming free and eating travelers who were foolish enough to not notice it. When a Snapjaw is exposed to powerful magic, it because an Arcane Snapjaw. They gain slight magical powers, and they no longer need chlorophyll, causing them to become blue.

Habitat: Forest

SamuelKittypaw

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