Armor Class
16
(natural armor)
Hit Points
22
(2d10 + 5)
Speed
10 ft., climb 10 ft., swim 60 ft.
STR
14
(+2)
DEX
12
(+1)
CON
20
(+5)
INT
3
(-4)
WIS
10
(+0)
CHA
5
(-3)
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages
--
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Water Strider. The snail can move unnaturally fast when in water. 60 ft of swim speed as it zooms across the water.
Charge. If the Snail moves in water at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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.
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