Homebrew Flail Snail (Yesteryear) Species Details
After years of being hunted by different races for their potent anti-magic properties, many of the weaker smaller snails managed to escape due to their shells being less sought out. Overtime, many of which gained consciousness and began to learn about the world around them as well as understanding their history. Many are bitter to the other races as they were hunted for their rare materials, but many also make use of this by plucking chunks of their shell and selling them as "good-luck charms" or producing dyes for clothing.
Flail Snail (Yesteryear) Traits
A mix between the Tortle and Custom LineageCreature type
You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size
You are size medium.
Speed
You have a base movement speed of 30 feet
Ability Score Increase
One ability score of your choice increases by 2.
Variable Trait
You gain one of the following options of your choice:
- Darkvision with a range of 60 feet.
- Proficiency in one skill of your choice.
Language
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Flails
Your flails are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 16 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense
Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Magic Resistance
Due to your shell, you have acute resistance towards spells and other magical affects that may try to harm you. Pieces of your shell can also nullify magical items to an extent, but you must take 1d6 days to regrow enough parts to disable another magical item, and your shell pieces will lose their anti-magic properties after 1d6 days.