Medium beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft., climb 10 ft.
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 14 (+2) | 2 (-4) | 12 (+1) | 5 (-3) |
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Keen Senses. The giant snail has advantage on Wisdom (Perception) checks that rely on sight or smell.
Deaf. Snails do not hear. They are immune to being deafened and any effect that is dependent on hearing.
Shell. When the giant snail is frightened or seeks to flee, it retreats into its shell, blocking the entrance with a mucus film. The shell has AC 18 and 20 hit points. The film covering the entrance has AC 12 and 10 hit points.
Barbed Teeth Regrowth. The giant snail has thirty-six barbed teeth it can shoot. Used teeth regrow when the giant snail finishes a long rest.
Actions
Barbed Teeth. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 4 (1d4 + 1) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this poison is paralyzed for 1d4 hours.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 3 (1d6) acid damage on a failed save, or half as much on a successful one.