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FLAIL SNAIL CR: 3 (700XP)

Large elemental, unaligned
Armor Class: 16 (Natural Armour)
Hit Points: 52 (5D10+25)
Speed: 10 ft

STR

17 +3

DEX

5 -3

CON

20 +5

INT

3 -4

WIS

10 +0

CHA

5 -3

Damage Immunities: Fire & Poison
Condition Immunities: Poisoned
Senses: Darkvision 60FT,Tremorsense 60FT,Passive Perception 10.
Challenge Rating: 3 (700XP)

ANTIMAGIC SHIELD:

  THE SNAIL HAS ADVANTAGE ON SAVING THROWS AGAINST SPELLS, AND ANY CREATURE MAKING A SPELL ATTACK AGAINST THE SNAIL HAS DISADVANTAGE ON THE ATTACK ROLL. IF THE SNAIL SUCCEEDS ON ITS SAVING THROW AGAINST A SPELL OR A SPELL ATTACK MISSES IT, AN ADDITIONAL EFFECT MIGHT OCCUR, AS DETERMINED BY ROLLING A D6:   1-2. IF THE SPELL AFFECTS AN AREA OR HAS MULTIPLE TARGETS, IT FAILS AND HAS NO EFFECT. IF THE SPELL TARGETS ONLY THE SNAIL, IT HAS NO EFFECT ON THE SNAIL AND IS REFLECTED BACK AT THE CASTER, USING THE SPELL SLOT LEVEL, SPELL SAVE DC, ATTACK BONUS, AND SPELLCASTING ABILITY OF THE CASTER.   3-4. NO ADDITIONAL EFFECT.   5-6. THE SNAIL’S SHELL CONVERTS SOME OF THE SPELL’S ENERGY INTO A BURST OF DESTRUCTIVE FORCE. EACH CREATURE WITHIN 30 FEET OF THE SNAIL MUST MAKE A DC 15 CONSTITUTION SAVING THROW, TAKING 1D6 FORCE DAMAGE PER LEVEL OF THE SPELL ON A FAILED SAVE, OR HALF AS MUCH DAMAGE ON A SUCCESSFUL ONE.    

FLAIL TENTACLES:

  THE FLAIL SNAIL HAS FIVE FLAIL TENTACLES. WHENEVER THE SNAIL TAKES 10 DAMAGE OR MORE ON A SINGLE TURN, ONE OF ITS TENTACLES DIES. IF EVEN ONE TENTACLE REMAINS, THE SNAIL REGROWS ALL DEAD ONES WITHIN 1D4 DAYS.IF ALL ITS TENTACLES DIE, THE SNAIL RETRACTS INTO ITS SHELL, GAINING TOTAL COVER, AND IT BEGINS WAILING, A SOUND THAT CAN BE HEARD FOR 600 FEET, STOPPING ONLY WHEN IT DIES 5D6 MINUTES LATER. HEALING MAGIC RESTORES LIMBS, SUCH AS THE REGENERATE SPELL, CAN HALT THIS DYING PROCESS.

Actions

MULTIATTACK:

  THE FLAIL SNAIL MAKES AS MANY FLAIL TENTACLE ATTACKS AS IT HAS FLAIL TENTACLES, ALL AGAINST THE SAME TARGET.    

FLAIL TENTACLE:

  MELEE WEAPON ATTACK: +5 TO HIT, REACH 10FT, ONE TARGET. HIT: 6 (1D6+3) BLUDGEONING DAMAGE.    

SCINTILLATING SHELL (RECHARGES AFTER A SHORT OR LONG REST):

  THE SNAIL’S SHELL EMITS DAZZLING, COLOURED LIGHT UNTIL THE END OF THE SNAIL’S NEXT TURN. DURING THIS TIME, THE SHELL SHEDS BRIGHT LIGHT IN A 30-FOOT RADIUS AND DIM LIGHT FOR AN ADDITIONAL 30 FEET, AND CREATURES THAT CAN SEE THE SNAIL HAVE DISADVANTAGE ON ATTACK ROLLS AGAINST IT. IN ADDITION, ANY CREATURE WITHIN THE BRIGHT LIGHT AND ABLE TO SEE THE SNAIL WHEN THIS POWER IS ACTIVATED MUST SUCCEED ON A DC 15 WISDOM SAVING THROW OR BE STUNNED UNTIL THE LIGHT ENDS.    

SHELL DEFENSE:

  THE FLAIL SNAIL WITHDRAWS INTO ITS SHELL, GAINING A +4 BONUS TO AC UNTIL IT EMERGES. IT CAN EMERGE FROM ITS SHELL AS A BONUS ACTION ON ITS TURN.  

USING THE SHELL OF A FLAIL SNAIL:

  A FLAIL SNAIL SHELL, WHICH WEIGHS ABOUT 250LBS, HAS NUMEROUS USES. ONE INTACT SHELL CAN SELL FOR 5000GP. MANY HUNTERS SEEK THE SHELL FOR ITS ANTMAGIC PROPERTIES, A SKILLED ARMOURER CAN MAKE THREE SHIELDS FROM ONE SHELL. FOR 1 MONTH, EACH SHIELD GIVES ITS WIELDER THE SNAIL’S ANTIMAGIC SHELL TRAIT. WHEN THE SHIELD’S MAGIC FADES, IT LEAVES BEHIND AN EXOTIC SHIELD THAT IS THE PERFECT ITEM FROM WHICH TO MAKE A SPELLGUARD SHIELD. A FLAIL SNAIL SHELL CAN ALSO BE USED TO MAKE A ROBE OF SCINTILLATING COLOURS. THE SHELL IS GROUND AND ADDED TO THE DYE WHILE THE GARMENT IS BEING FASHIONED. THE POWDER IS ALSO A MATERIAL COMPONENT OF THE RITUAL THAT ENCHANTS THE ROBE.


Created by

Loremaster Aemon.

Statblock Type

Monster

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