Large Fiend (Demon), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 10 ft., climb 10 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws CON +8
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 120 ft., Passive Perception 16
Languages Abyssal, Telepathy 120ft
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amphibious. The snail can breathe air and water.

Spider Climb. The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Corrosive Form. A creature that touches the snail or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal, wood or bone that hits the Snail corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Salt Aversion. If the snail comes into contact with salt it takes 6 (1d12) necrotic damage for each pound of salt touches it 

Bile Drink. when the snail kills a creature it consumes it and regains 20 hit points 

Actions

Multiattack. The snail makes two attacks with its pseudopods.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 19 (3d12) acid damage.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Acid Breath (Recharge 5–6). The snail exhales acid in a 30­-foot cone. Each creature in that cone must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Habitat: Swamp

Pepsicrusader

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