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 d8:
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.
7-8. The snail's shell absorbs the spell and green veins can be seen pulsing all over the shell and it's body. The snail regains 1d10 hit points per level of the spell (no effect from cantrips)
Flail Tentacles. The flail snail has eight 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 that restores limbs, such as the regenerate spell, can halt this dying process.
Multiattack: The Flail Snail makes as many Flail Tentacles attacks as it has flail tentacles, all against the same target.
Flail Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) 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 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 16 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.
Description
A Huge Flail Snail has many of the same characteristics as a normal Flail Snail except for a few differences the most prominent being the size. A Huge Flail Snail is 15ft high, around 15ft long and 10ft wide. The snail also has a 10ft high shell. Covering its body and its shell are strange green veins that slowly pulse with a strange green glow. The flails are 5ft tall and there are 3 extra flails.
Lair and Lair Actions
Huge Flail Snail tend to make a nest near underground rivers where, due to its strange growth, has the ability to affect the river.
Lair Actions
On initiative count 16 (losing initiative ties), the Flail Snail takes a lair action to cause one of the following effects; the Flail Snail can’t use the same effect two rounds in a row:
- River Flow: The river picks up in speed and any creature in the river must make a DC 15 Strength saving throw or be pushed 20ft down river and be knocked prone.
- Glass Flow: The glass-like substance produced by the Flail Snail on the bottom of the river is caught by the river and is sent down stream. Each creature in the river must make a DC 15 Dexterity or take 2d4 slashing damage from the glass flowing down the river.
- Polluted Air: The slime and moss in the river releases spores into the air. Each creature within a 10ft radius chosen by the Flail Snail must make a DC 15 Constitution saving throw or be poisoned for 1 hour.
Regional Effects
The region containing a Huge Flail Snail’s lair is polluted, which creates one or more of the following effects:
- The water in the river is polluted with slime and glass and is very dangerous to drink. If a creature drinks the water they may be afflicted with a disease or have they mouth cut from the glass.
- Creatures besides Flail Snails and other creatures that are immune to poison are not seen around any part of the river if they were present there before.
If the Huge Flail Snail dies, these effects fade over the course of 1d4 days.
Comments