Armor Class 19 Natural
Hit Points 170 (20d10 + 100)
Speed 60 ft., walk 60 ft.
STR
22 (+6)
DEX
25 (+7)
CON
20 (+5)
INT
8 (-1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +13, CON +11, WIS +8
Skills Perception +14, Stealth +19
Senses Darkvision 120 ft, Passive Perception 24
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6

Blood FrenzySnapdax has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Improved Critical. Snapdax's weapon attacks score a critical hit on a roll of 19 or 20.

Keen Sight and Smell. Snapdax has advantage on Wisdom (Perception) checks that rely on sight or smell.

Legendary Resistance (1/Day). If Snapdax fails a saving throw, it can choose to succeed instead.

Mutate. When Snapdax mutates it releases a coiling bolt of necrotic energy at one creature it can see within 30 feet of it. The target must make a DC 21 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save or half as much damage on a successful one. Snapdax then gains temporary hit points equal to the amount of damage the target takes.

Pounce. If Snapdax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, Snapdax can make one claw attack against it as a bonus action.

Actions

Multiattack.. Snapdax makes four attacks, one with its bite, two with its claws, and one with its gore.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. 

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage. 

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.

Reactions

Heightened Reflexes. Creatures provoke an opportunity attack from you when they enter your reach.

Legendary Actions

Snapdax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Snapdax regains spent legendary actions at the start of its turn.

Claw Attack. Snapdax makes a claw attack.

Daunting Roar. Snapdax can let out an especially menacing roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 17 Wisdom saving throw or become frightened of Snapdax until the end of the creature’s next turn.

Nightmare Prowl. Snapdax moves up to half its speed. This movement doesn’t provoke opportunity attacks.

stew1416

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