Lightning Whelk (3.5e Creature)

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Lightning Whelk
Size/Type: Large Magical Beast
Hit Dice: 4d10+3 (25 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (–1 size, +1 Dex, +4 natural, 25 in shell), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Slam +6 melee (1d6)
Full Attack: 2 slams +6 melee (1d6) and bite +1 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Withdraw, megavolt (2d6, Reflex DC 12 half)
Special Qualities: Electric healing, darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +5, Will -1
Abilities: Str 19, Dex 13, Con 11, Int 3, Wis 2, Cha 2
Skills: Climb +14, Concentration +4
Feats: Iron Will, Toughness
Environment: Temperate and cold mountains and underground
Organization: Solitary, pair, or rout (3–5)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 5–8 HD (Large); 9-12 HD (Huge)
Level Adjustment:
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More information...

This creature resembles an enormous yellow sea snail. It resides in an equally-large puce-colored spiral shell from which many long spines emanate.

Lightning whelks are unusually large snails that reside in mountainous regions. They are occasionally captured, trained, and used as sentries to guard locations of importance.

Electricity composes the majority of a lightning whelk's diet. During thunderstorms, these creatures can often be found on high peaks, feasting on lightning strikes. The leftover energy from the strikes is absorbed by the whelk and stored within its shell for later use.


Lightning whelks are docile creatures by nature, generally not attacking unless provoked. (Those trained as guard animals are generally more aggressive, often behaving as a slower version of a guard dog.) They often retreat into their shells if they feel threatened.

Withdraw (Ex): A lightning whelk may withdraw into its shell at will. It may not move or take any other actions on the turn it withdraws, and it may remain withdrawn until its next turn only. While withdrawn into its shell, a lightning whelk receives a +10 bonus to AC. Once a lightning whelk has emerged from its shell, it may not withdraw again for another three turns.

Megavolt (Su): A lightning whelk may unleash a blast of electrical energy in a 10-foot radius area centered on itself as an attack of opportunity. The energy has similar properties to that of a lightning bolt spell, and deals 2d6 points of electricity damage to anyone caught within the blast area; a successful Reflex save (DC 12) will halve the damage taken.

Electric Healing (Ex): Because of the lightning whelk's electrical affinity, any electricity attack directed at it does no damage, and instead heals 1 hit point for each 3 points of damage it would have normally dealt. The creature gets no saving throw against electricity effects.

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