- Trait Name: Antimagic Shell
- Description: The snail has advantage on saving throws against spells.
- Trait Name: Flail Tentacles
- Description: The snail has two flail tentacles. Whenever the snail takes 5 or more damage on a single turn, one of its tentacles dies. As long as it has at least one tentacle, it can use its Flail Action.
- Action Name: Flail
- Description: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. The snail can make one attack for each living tentacle it has (maximum of 2).
- Action Name: Shell Retraction
- Description: The snail pulls back into its shell. Until it uses an action to emerge, it gains a +2 bonus to AC, its speed is 0, and it has disadvantage on Dexterity saving throws.
- Reaction Name: Flash (1/Day)
- Description: When a creature within 10 feet attacks the snail, the snail's shell flashes bright light. The attacker must succeed on a DC 11 Constitution saving throw or be blinded until the start of its next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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