Medium Monstrosity, Unaligned
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.

Habitat: ForestSwampUnderdark

Johansendn

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