Four long tentacles ending in bony, club-like appendages sprout from the head of this giant massive snail.
|Snail, Flail||CR 4|
Speed 10 ft.
Melee 4 slams +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Str 17, Dex 8, Con 18, Int 5, Wis 10, Cha 2
Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
Feats Alertness, Weapon Focus (slam)
Skills Perception +7, Sense Motive +2, Stealth +0
SQ warp spell
When a spell directly targets a snail flail, there is a chance the protective minerals in its shell cause the spell to malfunction in some way.
Roll 1d10 to determine what occurs when a spell is cast at the flail snail. Area spells such as fireball are not affected by warp spell.
|1-2||The spell’s energy backfires and disorients the caster for 1d4 rounds. The caster must make a DC 13 Concentration check to cast a spell while disoriented.|
|3-4||The spell rebounds and strikes the creature nearest the flail snail.|
|5-7||Spell functions normally.|
|8-9||The spell fails.|
|10||The spell strikes the caster instead.|
Advanced Flail Snails For each Hit Die a flail snails gains above four, it grows a new tentacle up to a maximum of 12 tentacles at 12 Hit Dice. A flail snail with 10 or more Hit Dice also grows to Huge size.
Organization solitary or pair
Flail snails are subterranean denizens found anywhere mold, fungi, and rodents are plentiful. The omnivorous beasts consume any type of organic material including carrion. They weigh about 2000 pounds and their shells can reach 10 feet in diameter.
A flail snail accumulates special minerals in its shell which grants it the ability to warp spells. These shells are valued for their unique properties and as components in arcane rituals. An intact shell can be sold for 1,000 gp.
The giant snails fight with four tentacles each ending in a hard ball capable of inflicting deadly wounds. Flail snails are not normally aggressive but attack intruders in their territory. Flail snails are normally solitary creatures but pairs are always mated. Such snails are intelligent enough to keep a slight distance from each other in combat to prevent malfunctioning spells from striking their partner.