Flail Snail

Flail Snail

Large elemental
Challenge

STR
3
DEX
−3
CON
5
INT
−4
WIS
0
CHA
−3

52
5d10+25
18
Soak
3
Fort
+6
Ref
+1
Will
−2
Defense note natural armor
Damage immunities fire, poison
Condition immunities burning, poisoned

Speed 2 m.
Skills
Senses darkvision 10 m., tremorsense 10 m.

Antimagic Shell. The flail snail has advantage on saving throws against spells and other magical effects, and any creature making a spell attack against the flail snail has disadvantage on the attack. If the flail 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 flail snail, it has no effect on the flail snail and is reflected back at the caster, using the mana, spell save Difficulty, attack bonus, and spellcasting ability of the caster.

3–4. No additional effect.

5–6. The flail snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 5 meters of the flail snail must make a Difficulty 15 Fortitude saving throw, taking 2d6 force damage per mana cost 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 flail snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the flail snail regrows all dead ones within 1d4 days. If all its tentacles die, the flail snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 200 meters, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt its death.

The number of actions the flail snail has is based on its amount of flail tentacles.

Maneuvers. The flail snail uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, disorient, goading strike, grapple, spring attack

Actions (5)

Flail Tentacle. Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 6 (1d6 + 3) bludgeoning damage.

Scintillating Shell (Recharges after a Short or Long Rest). The flail snail’s shell emits dazzling, colored light until the end of the flail snail’s next turn. During this time, the shell sheds bright light in a 5-meter radius and dim light for an additional 5 meters, and creatures that can see the flail snail have disadvantage on attacks made against it. In addition, any creature within the bright light and able to see the flail snail when this power is activated must succeed on a Difficulty 15 Will saving throw or be stunned until the light ends.

Shell Defense (1/turn). The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to Defense and has advantage on Fortitude saving throws. While in its shell, the flail snail is immobilized, is prone, has disadvantage on Reflex saving throws, and can’t take reactions. The flail snail can emerge on its turn (no action required).

Elemental planes, Forest, Swamp, Underdarkvgtm

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.