The Snooze typically forms in areas where herbs with strong sedative properties grow abundantly. These herbs, often used in sleep inducing potions, release their essence into the environment. When this essence interacts with ambient wild magic energies, it might give rise to a Snooze. This process is gradual and requires a delicate balance of magical and natural elements, making the Snooze a pretty rare phenomenon.
Snoozes are most commonly found in ancient forests and jungles but also near alchemists’ laboratories where magical experiments are conducted or druidic botanical gardens that have sleep inducing herbs growing in them. These environments tend to have a high concentration of both the necessary herbs and residual magical energies. The sewer of systems beneath arcane academies or settlements with a high concentration of alchemists
, where the spill-over of various enchantments and potions is common, can also become inadvertent breeding grounds for Snoozes.
The gelatinous Snooze moves slowly and has a violet to purple semi-transparent appearance. At times it emits a gentle, pulsing glow. Its most remarkable ability is to exude a mild, calming aroma which induces drowsiness and sleep in nearby creatures. The Snooze will often position itself strategically in areas where animals are likely to pass, such as near water sources or along game trails in dense forests. Within moments of breathing in the aroma, a creature might succumb to a deep slumber, collapsing near or sometimes even directly onto the Snooze. Once its prey is incapacitated, the Snooze acts swiftly, enveloping the creature to restrain them after which it uses its acidic properties to break down and digest the organism efficiently.
85 (10d10 + 30)
20ft., climb 20ft.
Amorphous. The Snooze can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The Snooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Snooze makes two attacks with its Pseudopods.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d8) Acid damage.
Slumber Aroma (Recharge 5-6). The Snooze releases a magical sleep inducing aroma, affecting all creatures within 30ft. of the Snooze. Roll 10d10, the total is how many hit points of creatures this ability will affect. Starting with the creature that has the lowest current hit points, each creature affected by the aroma falls unconcious for 1 hour. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being Charmed aren’t affected by this ability. The sleeper wakes up if they take damage, or when someone uses an aciton to shake or slap them awake.
Engulf. The Snooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the Snooze enters a creature's space, the creature must make a Dexterity saving throw (DC 14). On a successful save, the creature can choose to be pushed 5ft back or to the side of the snooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the Snooze enters the creature's space, and the creature takes 18 (4d8) Acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 27 (6d8) Acid damage at the start of each of the Snooze's turns. When the Snooze moves, the engulfed creature moves with it.
The Snooze can at maximum engulf one Large creature, or two Medium creatures at any given time. An engulfed creature can try to escape by taking an action to make a Strength check (DC 14). On a success, the creature escapes and enters a space of its choice within 5ft. of the Snooze.