Given the dank, slimy nature of most dungeons, the abundance of fantastical vermin in D&D, and the tendency toward Gygaxian naturalism, it surprises me that there are no giant snails to accompany the familiar giant centipedes, spiders, and ticks. (Dear old flail snails, like the dragonsnails of RuneQuest, are really cut from different, and much more fantastical cloth.)
On top of that, depictions of armored knights fighting giant snails are evidently not uncommon in medieval manuscripts. (Go figure!) Put this all together, and it seems that our dungeons are in great need of overgrown, acid-spitting snails!
The following text is Open Game Content.
This slithering mollusk has a coiled shell nearly two feet across, colored brown and vivid red.
0e
Giant Snail CL 1 (15 XP)
If provoked, a giant snail spits acid at foes up to 15 feet away.
HD 1; AC 3 [16]; Atk 1 spit (1d4); Move 3; Save 17; AL N; Special: Acid.
3.5e
Monstrous Snail CR 1/2
Always N Small vermin
Init -1; Senses blindsense 30 ft., darkvision 60 ft.; Listen +0, Spot +0
Defense
AC 16, touch 10, flat-footed 16
(-1 Dex, +6 natural, +1 size)
hp 5 (1d8+1 HD)
Fort +3, Ref -1, Will +0
Defensive Abilities retraction; Immune vermin traits
Offense
Speed 10 ft., climb 10 ft.
Ranged spit acid +0 touch (1d4 acid)
Space 5 ft.; Reach 0 ft.
Tactics
During Combat A monstrous snail spits acid at any creature that comes within range.
Morale The snail will retract into its shell upon taking any damage, and will remain retracted unless it takes additional damage.
Statistics
Str 6, Dex 9, Con 12, Int –, Wis 10, Cha 2
Base Atk +0, Grp -6
Skills Climb +6
Ecology
Environment temperate and warm marshes, forests, and underground
Organization solitary, rout (2–4)
Treasure none
Advancement 2 HD (Medium), 3–4 HD (Large)
Special Abilities
Retraction (Ex) A monstrous snail can pull its fleshy parts into its shell as a swift action, increasing its natural armor bonus by +4, but it cannot move or attack while retracted. It can return to normal as a free action.
Spit Acid (Ex) A monstrous snail can spit acid at an opponent within 15 feet (no range increment). With a successful ranged touch attack, the target takes 1d4 points of acid damage (no save).
Skills Monstrous snails have a +8 racial bonus on Climb checks. A monstrous snail can always choose to take 10 on Climb checks, even if rushed or threatened.
5e
Giant Snail
Small beast, unaligned |
Armor Class 13 (natural armor) |
Hit Points 9 (2d6 + 2) |
Speed 10 ft., climb 10 ft. |
Str | Dex | Con | Int | Wis | Cha |
6 (-2) | 9 (-1) | 12 (+1) | 1 (-5) | 10 (+0) | 2 (-4) |
Senses blindsight 30 ft.; passive Perception 10 |
Languages – |
Challenge 1/8 (25 XP) |
Spider Climb. The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
Actions |
Spit Acid. Ranged Weapon Attack: +1 to hit, range 15 ft., one target. Hit: 3 (1d6) acid damage. |
Reactions |
Retraction. A giant snail that takes damage can pull its fleshy parts into its shell, which adds 4 to its AC, but it cannot move or attack while retracted. It can return to normal on its turn. |
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There used to be a giant slug for that niche. Here's the 2e version: http://www.lomion.de/cmm/sluggian.php inspired by the giant slug in the Conan story "Hall of the Dead."
ReplyDeleteYes! I dig the giant slug. In fact, I've got a great Otherworld miniature of one that I need to paint up . . .
ReplyDelete