Tiny Beast, Unaligned
Armor Class 11 (natural armor)
Hit Points 22 (4d10)
Speed 10 ft., Swim 15 ft.
STR
15 (+2)
DEX
3 (-4)
CON
11 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Immunities Cold, Fire
Senses Darkvision 60 ft., Tremorsense 60 ft around itself in water, Passive Perception 10
Languages Aquan Understands simple concepts, but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Elemental link. The Bejeweled Conch has an intrinsic link to the elemental plane of water that grants it magical properties, although it itself is not an elemental. 

Bedazzle. The Bejeweled Conch’s shell is such a beautiful work of nature that it can charm people into not attacking the creature, lest they accidentally damage the shell. 

Magic shell. The shell of a Bejeweled Conch has magical properties, allowing the user to speak with animals, attack with either hot or cold water, and be immune to either fire or water. It also allows the user to speak Aquan, and water elemental creatures can use it to travel between the elemental plane of water and the material realm. 

Cold and Tropical. There are two variants; Cold and tropical. Cold variants are immune to cold damage and shoot cold water through the back of their shells. Tropical variants shoot out boiling water and are immune to fire damage. 

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.

Venom injection. The Bejeweled Conch bites its target, injecting them with 1d4 poison damage. Every round the target takes 1 poison damage until they succeed on a DC 13 constitution saving throw or receive medical attention or the poison is dispelled via magic. 

Hot or Cold. The Bejeweled Conch snail shoots either hot or cold water in a 12 foot line from the back of it’s shell, dealing either 1d8 hot or cold damage depending on if it is a tropical or cold temperature variant. 

Bedazzle. Any target who looks at the Conch’s bejeweled shell must make a DC 12 wisdom saving throw or be Charmed by the snail. They are not under the snail’s control, merely dazzled by the beauty of it. 

Shell Defense. The Conch withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Danger sense. Plane Shift To the elemental plane of water when in contact with water, or teleport to the material plane. 

Description

A chihuahua sized member of the mollusk family, these snails occupy the tides of cold or tropical areas in varying degrees of rarity. There are two variants; Cold and tropical. Cold variants are immune to cold damage and shoot cold water through the back of their shells. Tropical variants shoot out boiling water and are immune to fire damage. 

They can be found in water up to an adult humanoid’s neck, but waves may wash them to shore, which is when humanoids target them for their magical and beautiful shells. When in contact with water, they possess the ability to plane shift to the Elemental plane of water, which is what they do when threatened. 

These creatures are predators that use their shells to bedazzle prey, then they either shoot them with water from afar or poison them before devouring them.

 

Pets.

They are intelligent enough to understand simple concepts in Aquan, but do not speak. They are a common pet among water Genasi royalty, and are a protected species in the elemental plane of water so that only the nobility can have access to them. 

The water genasi and Marid royalty breeds these creatures as well for certain traits. Most domestic breeds no longer can shoot water and are not venomous. They are bred for beauty and higher intelligence and mobility as well, so they can easier participate in the pet shows the royalty often makes them partake in. Commoner water genasis usually have more normal sea snail or slug breeds as pets instead, as the Bejeweled Conch snail is a symbol of royalty that they are not allowed to partake in. 

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