Snail Swarm (3.5e Creature)

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Snail Swarm
Size/Type: Diminuitive Vermin (Swarm)
Hit Dice: 11d8 (44 hp)
Initiative: -3
Speed: 10ft
Armor Class: 11 (+4 Size, -3 Dex, touch 11, flat-footed 11
Base Attack/Grapple: +4/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10ft/10ft
Special Attacks: Distraction, Slime Trail
Special Qualities: Vermin traits, Tremorsense 30ft, Immune to Weapon Damage, Blindsight 60ft
Saves: Fort , Ref , Will
Abilities: Str 11, Dex 5, Con 11, Int -, Wis 10, Cha 2
Skills: +4 Hide, +4 Disguise
Feats: Fast Healing
Environment: Forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: True Neutral
Advancement: None
Level Adjustment: -
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More information...

You see a mass of shells leaving behind a vile trail of acid.

A swarm of snails is a putrid swarm of slow but dangerous snails.

Combat[edit]

Distraction (Ex) Any living creature that begins its turn with a snail swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Slime Trail (Ex) Places the snail swarm travels on have a putrid slime on it. This not only turns the area into a difficult terrain for 1d6 rounds, anyone on the slime at the end of their turn (excluding the snail) receive 1d6 Acid damage.

A snail gets a +4 to hide and disguise checks.


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