Library / Bestiary

Flail Snail

CR 4.00 Magical Beast N Large
This enormous snail has a brightly colored shell and four tentacles on its head, each tipped with a mace-like club.
1–3Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4–6Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it instead.
7–9Spell fails. Nothing happens.
10Spell 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.

STR
16
DEX
8
CON
14
INT
5
WIS
12
CHA
8
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.

Climb +15, Perception +5, Stealth +0

Details
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
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