Monster I’d Like to Fight: Shnoggle

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Shnoggles are the young offspring of Shnaggles – gigantic winter-fey that make their homes in realms of eternal cold. Shnoggles have a playful demeanor, unaware their spirited antics can be harmful to smaller creatures. When a shnoggle is defeated, it returns to the fey realm, shedding antlers and wool.

Shed Antlers. As part of a long rest, if you have proficiency with woodcarver’s tools, you can use your tools to combine a shnoggle’s shed antlers and 150 gp in additional materials to create a shnoggle wand. While attuned to the wand, you can use an action to cast ray of frost at 5th level with a +9 attack bonus. If the d20 roll for an attack with the wand is a 1, it loses this property.

Shed Wool. As part of a long rest, if you have proficiency with weaver’s tools, you can use your tools to combine a shnoggle’s shed wool and 100 gp in additional materials to create a shnoggle sash. While attuned to the sash and in a cold environment, increase your hit point maximum by 10. If the sash is not in a cold environment for more than a week, it disintegrates.

Shnoggle

Huge Fey, Typically Chaotic Neutral


Armor Class 16 (natural armor)

Hit Points 123 (13d12 + 39)

Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)16 (+3)10 (+0)14 (+2)16 (+3)

Saving Throws Con +7, Cha +7

Skills Perception +6, Stealth +6

Damage Immunities cold

Condition Immunities charmed

Senses darkvision 120 ft., passive Perception 16

Languages Sylvan

Challenge 9 (5,000 XP) 

Proficiency Bonus +4


Legendary Resistance (2/Day). If the shnoggle fails a saving throw, it can choose to succeed instead.

Actions


Multiattack. The shnoggle makes two Nomnom attacks and casts the enlarge/reduce (reduce only) spell, using Charisma as its spellcasting ability (spell save DC 15).

Nomnom. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Hug (Recharge 5-6). Each creature within 10 feet of the shnoggle must make a DC 17 Strength saving throw or be grappled (escape DC 17). Until the grapple ends, the creature takes 18 (3d8 + 5) bludgeoning damage at the start of each of its turns. While grappled in this way, the target is restrained and deprived of air.

Reactions


Punt. When a Huge or smaller creature comes within 5 feet of the shnoggle, the creature must make a DC 17 Dexterity saving throw or pushed up to 20 feet away from the shnoggle.

Legendary Actions


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

Move. The shnoggle moves up to its speed without provoking opportunity attacks.

Nomnom. The shnoggle makes one Nomnom attack.

Snowman (Costs 2 Actions). The shnoggle creates a Medium snowman in an unoccupied space it can see within 30 feet of it. When summoned, and at the start of each of the shnoggle’s turns, one creature the snowman can see within 60 feet of it must make a DC 17 Constitution saving throw, taking 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. Dealing 15 bludgeoning, force, or fire damage to the snowman (AC 14, +0 to saving throws) destroys it.

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