Snull
2014Tiny monstrosity, neutral evil
Armor Class 14
Hit Points 99 ()
Speed 20 ft.
Initiative
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 11
Languages —
Challenge 3 (700 XP)
Actions
Headbutt. Melee Weapon Attack: , reach 5 ft., one target. Hit: bludgeoning damage plus necrotic damage.
Withdraw. The snull withdraws into its skull. Until it emerges, it gains a +4 bonus to AC and has advantage on Dexterity (Stealth) checks. While in its skull its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Reactions
Sliding Retreat. In response to taking damage the snull moves up to half its speed, without provoking opportunity attacks.