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
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.
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