| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
Cavern Camouflage. The snail has Advantage on Dexterity (Stealth) checks made to hide in rocky terrain while withdrawn into its shell.
Exposed Neck. While the snail isn't withdrawn into its shell, it takes an extra 3 damage whenever it takes Slashing damage.
Bite. Melee Attack Roll: +4, reach 10 ft. Hit: 6 (1d8 + 2) Piercing damage. The target must succeed on a DC 12 Constitution saving throw or take 2 (1d4) Poison damage.
Crystal Projectile. Ranged Attack Roll: +4, range 60/120 ft. Hit: 7 (2d6) Force damage.
Crystal Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 10 (3d6) Piercing damage. Success: Half damage. The ground in the Cone is covered with crystals until the end of the snail's next turn; it is Difficult Terrain. A creature that enters the area for the first time on a turn takes 2 (1d4) Piercing damage.
Withdraw. The snail withdraws into its shell. Until it emerges, its AC is 17, its Speed is 0, and it cannot take actions other than Hide. It can emerge from its shell as a Bonus Action, ending these effects.
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