Flail Snail
| 1–3 | Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells. |
| 4–6 | Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it instead. |
| 7–9 | Spell fails. Nothing happens. |
| 10 | Spell rebounds on caster (as spell turning). |
Flail snails are intelligent gastropods that subsist on fungus, mold, and vermin, though they may attack larger creatures in self-defense. Known for their magic-warping shells and club-like tentacles, flail snails roam slowly through subterranean caverns writing great epics in their slime trails.
- HP
- 30 (4d10+8)
- AC
- 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
- Speed
- 10 ft., climb 10 ft.
- Init
- -1
- Melee
- 4 slams +7 (1d4+3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +4
- CMB
- +8
- CMD
- 17 (can't be tripped)
- Fort
- +6
- Ref
- +3
- Will
- +2
- Defensive Abilities
- retraction, warp magic
Mucus — As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 14 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.
Slime Rope — A flail snail can turn its mucus into a ropelike strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.
Suction — A flail snail's foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +15, Perception +5, Stealth +0
- Type
- Magical Beast
- Alignment
- N
- Size
- Large
- Environment
- underground
- Organization
- solitary, pair, or rout (3-30)
- Treasure
- standard (shell worth 800 gp, other treasure)
- Senses
- blindsense 30 ft., darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +5
- Languages
- Flail Snail (sign language, slime writing, cannot speak)
- Source
- Bestiary 3
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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