Snork (5e Creature)
Snork[edit]
Medium monstrosity, unaligned Armor Class 15 (tattered uniform)
Skills Perception +4, Stealth +6 ACTIONSMultiattack. The snork makes two attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Leap Attack. The snork jumps up to 20 feet in a straight line towards a creature it can see. The creature must succeed on a DC 12 Strength or Dexterity saving throw (creature's choice) or take 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. |
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