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Flail Snail

Flail Snail CR 4 (Combatant)

XP 1,200
N Large magical beast
Init -1; Senses blindsense (vibration) 60 ft., darkvision 60 ft.; Perception +10

DEFENSE

HP 50
EAC 16; KAC 18
Fort +8; Ref +8; Will +3
Defensive Abilities retraction, warp magic; Immunities poison; Resistances fire 10

OFFENSE

Speed 10 ft., climb 10 ft.
Melee slam +13 (1d6+9B, critical knockdown)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str +5; Dex -1; Con +3; Int -2; Wis +1; Cha -1
Skills Athletics +10, Profession (poet) +10, Stealth +15
Languages Flail Snail (sign language, slime writing, cannot speak
Other Abilities mucus, slime rope, suction

SPECIAL ABILITIES

Mucus (Ex)

As a free action, a flail snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 13 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square.

Flail snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal.

Retraction (Ex)

A flail snail can pull its fleshy parts into its shell as a swift action, increasing its EAC and KAC by +6, but it cannot move or attack while retracted. It can return to normal as a free action.

Slime Rope (Ex)

A flail snail can turn its mucus into a rope-like strand up to 60 feet long, and can use this rope to hang itself and up to 1,000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds. While the slime rope exists, other creatures can climb the rope with a DC 18 Athletics check.

Suction (Ex)

A flail snail’s foot adheres to surfaces so well that its 10-foot climb speed applies even to perfectly sheer surfaces and ceilings, with no chance of the flail snail falling off unless it is actively pinned and peeled away as part of a grapple.

Warp Magic (Su)

Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected.

If a spell is warped, roll 1d10 and consult the following table.

d10 Result
1-3 Spell misfire. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4-6 Spell misfire. The creature nearest the flail snail is affected as if the spells had been cast on it instead.
7-9 Spell fails. Nothing happens.
10 Spell rebounds on caster (as spell turning, see Starfarer’s Companion)

ECOLOGY

Environment underground
Organization solitary, pair, or rout (3-10)

Flail snails are an intelligent species of gastropods that dwell in underground realms. They subsist on molds, fungi, and vermin, but are otherwise pacifistic; only attacking in self-defense. These curious creatures are known for writing long and complicated poetry in their slime – a unique language to their species.

Like normal snails, flail snails have thick, soft bodies covered in a slimy mucus. They have a massive, nigh-impregnable shell into which they can pull their entire body, if the flail snail feels it is unsafe. The shell of this species is magic-twisting; producing wild and random effects whenever struck with magical energy.

Otherwise, the creature defends itself with highly-evolved tentacles that end in mace-like clubs; these give the flail snails their namesake.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.