Snork (5e Creature)
Snork
Medium monstrosity, unaligned Armor Class 15 (tattered uniform)
Skills Perception +5, Stealth +5 ACTIONSMultiattack. The snork makes one claw attack and one kick attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. HitL 6 (1d8 + 3) piercing damage. Leap attack. The snork jumps up to 20 ft in a straight line towards a creature of its choice. The creature then must choose to either make a DC 12 Strength or Dexterity saving throw, or receive 6 (1d6 + 3) bludgeoning damage and 5 (1d4 + 3) slashing damage.
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Snorks are horribly mutated stalkers or soldiers, their tattered equipment grown into their skin. Snorks either have very bad vision, or no vision at all, because their GP-4 gas masks (which by now have become a part of their biological body) blocks their view. Besides, the lens of the mask itself are often dusty or cracked, which hinders their view even farther. Compensating for that, snorks have developed a keen sense of smell, which makes them hard to avoid, especially in buildings. Their spine is too weak to support their body, so they are forced to walk on all fours, like an animal would. Snorks can live anywhere: forests, swamps, abandoned buildings, tunnels, laboratories and even anomaly fields. Snorks live in groups. There have been seen snork families as large as 20, living in a certain location, which they never leave, unless driven out. From time to time, a group of about 4-5 snorks will go hunting. Their usual prey candidates are fleshes, boars and even stalkers. The sight of a snork approaching is always bad news to a stalker. It is easy to get overrun by several snorks, so it is recommended to watch your back, when against some. |
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