## Snull

*"These so-called 'snulls' seem to be a hitherto unknown species of slug that have much in common with the<br> hermit crab. They use readily available skulls for<br> protection against predators as they fit inside the<br> average human cranium almost perfectly."*

*- Garridan Crowley, Master Alchemist.*

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***Viscous Mucus.*** The snull secretes mucus much like an ordinary slug or snail. The snull uses this mucus to move, the mucus acts like a lubricant for the snull allowing it to slide quickly. Interestingly when other creatures interact with the mucus it seems adhesive and can slow or stick them in place.  

The snulls mucus dries after about a minute of exposure to the air. The dry mucus is similar to a thin layer of varnish and loses its necrotic potency. Keen survivalists are able to track snulls by the surrounding areas due to this dried mucus. On uneven surfaces such as earth or grass the mucus tends to break down quickly and decompose.

***Grave Gastropods.*** Experts have theorised that due to the snulls connection or worship of the skull it carries on its back, it has been granted some innate connection to necrotic energy or powers from a god of death or undead. 

This necrotic infusion has rendered the snull's mucus rather deadly. The snull will often hunt by attracting predators and pretending to flee. As they chase the snull they become stuck in its trail and drained by the necrotic energy. The snull will then return to completely cover the creature in mucus and slowly break down and <br> consume the nutrients.


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___
> ## Snull
>*Tiny monstrosity, neutral evil*
> ___
> - **Armor Class** 14 
> - **Hit Points** 99 (18d4 + 54)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|19 (+4)|17 (+3)|7 (-2)|13 (+1)|1 (-5)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60ft., passive Perception 11
> - **Languages** —
> - **Challenge** 3 (700 XP)
> ___
> ***Mucus.*** The snull leaves a trail of necrotic mucus as it moves. The trail is a 5 foot wide line that lasts for 1 minute. Any creature but the snull that enters the trail or starts its turn there must make a DC 14 Dexterity saving throw. On a failure, a target takes 9 (2d8) necrotic damage and is restrained. A creature can use its action to make a DC 14 Strength check, freeing itself or another restrained creature within reach on a success.   
> &nbsp;&nbsp; If the saving throw is successful, the target takes half the necrotic damage and isn't restrained. 
>
> ### Actions
> ***Headbutt.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 + 1) bludgeoning damage plus 9 (2d8) 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. 






<div class='footnote' style='position:absolute;bottom:30px;right:60px'>#### Created by u/1d6Adventurers for /r/MonsteraDay
Artwork: "Snulls!" by [Nick Maskell](https://www.instagram.com/nickmaskellart/)</div>