Shnoz

aberration · CR 4 · from Book of Beasts I · by Robert J. Hall
Shnoz
StatisticValue
Size/TypeLarge Aberration
Hit Dice6d8+12 (39 hp)
Initiative+7
Speed5 ft. (1 square), fly 30 ft. (good), swim 10 ft.
Armor Class18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple+4/+9
AttackSlam +4 melee (1d6+1), or slime +6 ranged touch
Full AttackSlam +4 melee (1d6+1), or slime +6 ranged touch
Space/Reach10 ft./5 ft.
Special AttacksSlime, erupting pores, constrict 1d4+1, improved grab
Special QualitiesImmunities, blindsight 60 ft., scent, fly
SavesFort +4, Ref +5, Will +7
AbilitiesStr 12, Dex 16, Con 15, Int 9, Wis 14, Cha 4
SkillsListen +4, Search +4, Survival +4*
FeatsBlind-Fight, Improved Initiative, Track
EnvironmentUnderground
OrganizationSolitary, pair, or cluster (2–4)
Challenge Rating5
TreasureNone
AlignmentUsually neutral
Advancement7–8 HD (Large); 9–12 HD (Huge)
Level Adjustment―

Description

An odd-looking creature floats silently in the air, its body bearing a curious resemblance to the bulbous nose of a gnome. Many small, quivering tentacles hang down from a cavity in the underside.

A shnoz is a ludicrous-appearing, eight-foot-tall creature that is shaped vaguely like a large, bulbous nose. It has a large, U-shaped cavity along the underside, from which hang a tangle of quivering, hairy tendrils. A dense mane of dark, shiny hair covers the back of the shnoz. The flesh of this creature can range from a mottled dark gray to a uniform pale pinkish hue, and the form can vary from a wide flat nose to a long snout.

The shnoz is completely mute and it can only communicate by emitting various scents. These scents will often linger in the air for days, allowing the shnoz to leave brief messages for others of its kind. (The equivalent of a sentence of ten words or less.)

Combat

Shnoz are cautious creatures that rely on their unusual abilities to overcome their opponents. They attempt to surprise their foes, striking without warning and keeping their prey off balance.

Slime (Ex): Once every 1d3 rounds a shnoz can lean back and spit a glob of slimy material from the U-shaped opening on their underside. This is similar to an attack by a net but has a maximum range of 50 feet, with a range increment of 10 feet. The slime is effective against targets up to one size category smaller than the shnoz. An entangled creature can escape with a successful DC 15 Escape Artist check or burst it with a DC 17 Strength check. The check DC are Constitution-based, and the Strength check includes a +2 racial bonus.

Constrict (Ex): On a successful grapple check, a shnoz deals 1d4+1 points of damage.

Improved Grab (Ex): To use this ability, the shnoz must hit with its slam attack. It can then attempt to start a grapple using its tendrils as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Erupting Pores (Ex): Once per minute, pores along the front of the shnoz can emit a dense cloud of fine black powder. This material lingers in the air, and functions as a darkness spell (caster level 6th). This darkness obscures sight but does not counter or dispel any light spells. A wind stronger than a light breeze will disperse the cloud after a full round, and it will settle to the ground within a minute.

Flight (Ex): A shnoz's body is naturally buoyant, allowing it to fly at a speed of 30 ft. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Blindsight (Ex): Shnoz can ascertain all foes within 60 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed. Shnoz are susceptible to scent-based attacks, and are affected normally by overpowering odors (such as stinking cloud or incense-heavy air). Negating a shnoz's sense of smell effectively blinds the creature.

Immunities: Shnoz are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills: *Shnoz have a +12 racial bonus on Survival checks when tracking by scent.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, shnoz also gain the following special benefits.

  • The DC of the slime Escape Artist check is equal to 10 + ½ HD + Constitution modifier. The DC of the slime Strength check is +2 greater than the Escape Artist DC.
  • 8+ HD ― The cloud of fine black powder produced by the erupting pores ability functions as a deeper darkness spell (caster level 8th). This darkness obscures sight but does not counter or dispel any light spells. A wind stronger than a light breeze will disperse the cloud after a full round.
  • 10+ HD ― Gain Secrete Ooze (Ex): Once each minute a shnoz can secrete a slick 10-ft.-square pool of grease as the spell (caster level 10th).

All 820 monsters in the Netbook Bestiary