Large Fey, neutral
Magic Weapons. The Snorebeast’s weapon attacks are magical.
Innate Spellcasting. The Snorebeast’s spellcasting ability is Wisdom (spell save DC 17). The Snorebeast can innately cast the following spells, requiring no material components:
At will: Resistance
4/day each: Faerie Fire, Sleep
2/day each: Invisibility, Mirror Image, Misty Step
1/day each: Hypnotic Pattern
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) Slashing damage.
Thundersnore (Recharge 5-6). The Snorebeast lets out a loud thunderous snore. All creatures within 30ft. of the Snorebeast that can hear it have to make a Constitution saving throw (DC 17). On a failed save they take 28 (8d6) Thunder damage and are Deafened until the end of their next turn. On a successful save they only take half damage and are not Deafened.