Kryx RPGThemesCreatures
Flail Snail

Flail Snail

Large elemental
Challenge
3

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.
Senses darkvision 10 m., tremorsense 10 m.

Antimagic Shell. 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 mana, 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 5 meters of the snail must make a DC 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 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 200 meters, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Maneuvers. The flail snail uses maneuvers (maneuver save DC 13). It has 9 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:

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

Actions (2)

Flail (1/turn). 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 2 m. Hit: 6 (1d6 + 3) bludgeoning damage.

Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the 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 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 Will saving throw or be stunned until the light ends.

Shell Defense (1/turn). The flail snail withdraws into its shell, gaining a +4 bonus to Defense until it emerges. It can emerge from its shell on its turn (no action required).

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 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.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A 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.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

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

As an action, you can 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 if you 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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