Armor Class
16
(natural armor)
Hit Points
52
(5d10 + 25)
Speed
10 ft.
STR
17
(+3)
DEX
5
(-3)
CON
20
(+5)
INT
3
(-4)
WIS
10
(+0)
CHA
5
(-3)
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Amphibious. The snail can breathe air and water.
False Appearance. If the snail is motionless, and is withdrawn into its shell at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the snail move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the snail is anything other than an iron deposit.
Actions
Fire Spit. Melee or Ranged Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 10 (1d10 + 5) fire damage.
Shell Defense. The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn.







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