Kassoon

Flail Snail

Large elemental, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (5dl0 + 25) 52 (5dl0 + 25)
Speed 10 ft.
STR
17 (+3)
DEX
5 (-3)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)

Saving Throws
Skills
Damage Vulnerabilities
Damage Resistances -
Damage Immunities fire, poison
Condition Immunities poisoned poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages -
Challenge 3 (700 XP)

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Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1-2. If the spell affects an area or has multiple targets, it fails and has no effect. Ifthe spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3-4. No additional effect.

5-6. The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking ld6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail it akes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within ld4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

[b]Antimagic Shell.[/b] The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a [d6]:

1-2. If the spell affects an area or has multiple targets, it fails and has no effect. Ifthe spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3-4. No additional effect.

5-6. The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking l[d6] force damage per level of the spell on a failed save, or half as much damage on a successful one.

[b]Flail Tentacles.[/b] The flail snail has five flail tentacles. Whenever the snail it akes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within l[d4] days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies [5d6] minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Actions

Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.
Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (ld6+3) bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until
the light ends.
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.

[b]Multiattack.[/b] The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.
[b]Flail Tentacle.[/b] Melee Weapon Attack: [+5] to hit, reach 10 ft., one target. Hit: 6 (l[d6+3]) bludgeoning damage.
[b]Scintillating Shell (Recharges after a Short or Long Rest).[/b] The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until
the light ends.
[b]Shell Defense.[/b] 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.

Legendary Actions

 

Details

A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.

Trail of Treasure. Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass.

USING THE SHELL OF A FLAIL SNAIL


A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.
Many hunters seek the shell for its antimagic properties. As killed armorer can make three shields from one shell.
For 1 month. each shield gives its wielder the snails Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which
to make a spellguard shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe,
A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.
[b]Trail of Treasure.[/b] Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass.

[title]USING THE SHELL OF A FLAIL SNAIL[/title]
A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.
Many hunters seek the shell for its antimagic properties. As killed armorer can make three shields from one shell.
For 1 month. each shield gives its wielder the snails Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which
to make a [i]spellguard shield.[/i]
A flail snail shell can also be used to make a [i]robe of scintillating colors.[/i] The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe,
 
Source Volo's Guide to Monsters p. 144
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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