Gastropod creature
Gastropod creatures are slugs or snails that share some features with a particular creature. They may have a shell or be aquatic in nature, even if the creature they are similar to is not.
Creating a Gastropod Creature
An gastropod creature uses all the base creature’s statistics and special abilities except as noted here. Also, if the base creature did not have a shell, you may choose to grant it a shell regardless, changing some of its abilities. You may also choose to make it an aquatic creature if it isn't already.
Size and Type: If the base creature was an animal, its type changes to Vermin. It does not gain the Augmented subtype. If you chose to make the gastropod creature an aquatic creature, it gains the Aquatic subtype.
Speed: The creature's base land speed, burrow speed, and climb speed are reduced by 20 feet, to a minimum of 5 feet. Its fly speed is reduced by 40 feet, and its maneuverability is reduced by two steps (this may cause the creature to lose its fly speed). It gains a climb speed equal to its new base land speed, or keeps its old one, whichever is better.
If you chose to make the gastropod creature an aquatic creature, instead of gaining a climb speed, it loses its base land speed and gains a swim speed equal to twice its that speed.
Armor Class: If you chose to grant the gastropod creature a shell, its natural armor bonus increases by +6.
Attacks: The gastropod creature loses any attacks that originated from its feet, fins and tail (such as most claw attacks). If it does not already have one, it gets a bite attack.
Damage: Natural weapons that are not lost deal damage normally. The creature's bite attack deals damage depending on the gastropod creature's size (If the base creature already had a bite attack, use the gastropod bite damage only if it’s better).
Code:
[b]Size Damage Size Damage Size Damage[/b]
Fine 1 Small 1d4 Huge 2d6
Dimin. 1d2 Medium 1d6 Garg. 2d8
Tiny 1d3 Large 1d8 Col. 3d8
Special Attacks: The gastropod creature gains an engulf attack.
Engulf (Ex): A gastropod creature can simply mow down creatures smaller than itself by moving onto their squares as a full-round action. It may move up to its speed this way. Opponents can make attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw and are engulfed automatically. Those who do not attempt attacks of opportunity must succeed on a DC Reflex save (DC 10 + 1/2 the creature's HD + its Strength modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed creatures are considered to be pinned and trapped under its body, taking automatic bite damage each round, and may suffer suffocation. If the base creature had a trample attack, the gastropod loses that ability and receives a +2 racial bonus to the save DC of its engulf ability. If the gastropod has an ability that affects creatures that touch, grapple, or attack it with natural weapons (such as an remohraz' heat or a babau's slime), that ability affects engulfed creatures as well.
Special Qualities: The gastropod creature gains damage reduction 2/slashing and tremorsense out to 60 feet if the base creature did not already have it. In addition, it gains the trail special quality and, if it has a shell, the retreat special quality.
Retreat (Ex): As a full-round action that provokes an attack of opportunity, a shelled gastropod can retreat into its shell and seal it. Doing so triples its natural armor bonus, but it is blind, cannot perform actions that require physical movement beyond those needed for somatic components and speaking, loses its Dexterity bonus to Armor Class (if any), and always fails Reflex saving throws. Exiting the shell again takes two full-round actions, which do not provoke an attack of opportunity.
Trail (Ex): All ground squares touched by the gastropod creature during the last two rounds are covered by a sticky slime. A square covered with this mucus costs 2 squares of movement to move into, and if the gastropod has an ability that affects creatures that touch, grapple, or attack it with natural weapons (such as an remohraz' heat or a babau's slime), or an aura ability, those abilities affect creatures entering the slimy squares as well.
Saves: If the creature becomes a vermin, its base Reflex save becomes 1/3 of its Hit Dice.
Abilities: The gastropod creature gets -4 to Dexterity, +4 to Constitution, and -2 to Intelligence. If this would reduce its Intelligence score below 1, it becomes mindless with an Intelligence nonability. If you chose to grant it a shell, the gastropod creature gets a further -2 to Dexterity.
Skills: A gastropod has a +8 racial bonus on Climb checks or Swim checks (depending on which speed it gained) and can always choose to take 10 on that check even if rushed or threatened. if it doesn't have that bonus already. If it gained a swim speed, it can use the run action while swimming, provided it swims in a straight line.
The gastropod creature is incapable of jumping, and if it had a bonus on Jump checks, that bonus becomes one on Swim checks, instead (If it already has a bonus on Swim checks, the two bonuses stack). If the creature becomes mindless, it loses all skill ranks, but retains its racial skill bonuses.
Feats: The creature cannot gain the Run feat and must replace the feat if it has it. If the creature becomes mindless, it loses all feats except for bonus feats.
Environment: Aquatic of the appropriate climate, if the creature becomes aquatic.
Challenge Rating: +0, or +1 if the creature gained a shell.
Level Adjustment: +0, or +1 if the creature gained a shell.
Combat
The proverbial low speed of a gastropod creature makes it a necessity to adopt tactics different from those of the base creature. As they become more tenacious, gastropod hunters may adopt ambush tactics, waiting out for suitable prey, rather than going on a hunt, though if slower creatures (usually other gastropods or oozes) live in the area, those become prime targets.
Anatomy and Ecology
As shown by the template's name, it turns the base creature into a snail or slug – a gastropod. They have a head with a number of tentacles that act as sensory organs, their number depending on the number of eyes the base creature possessed. The base creature loses any feet, tails, and fins it may have possessed, but it retains wing, arms, and other limbs. A gastropod creature's wings look like fleshy muscle flaps that seem (and typically are) incapable of keeping the creature aloft, while other limbs look roughly the same. A gastropod creature has no skeleton, and depending on its nature, it has either gills or a lung.
A land-dwelling gastropod has a similar color as the base creature, while its shell, if it has one, can be of various colors. They continually exude certain sorts of mucus that allows them to move and climb most surfaces. A few gastropods can create a string of mucus that allows them to safely drop from heights (if you want to duplicate this, you may consider giving them abilities similar to a monk's slow fall or a spider's web). Aquatic gastropods on the other hand tend to be widely colorful, both shell and body. As they glide through the water, they do not need to exude any mucus to move over land.
A gastropod that gains a shell invariably weighs more. As a rule of thumb, assume that the shell weighs around 10% of the base creature.
Gastropod creatures cannot use boots or goggles. They can only use armor and other clothing specifically made for them. Due to their anatomy, they can only ride creatures at least two size categories larger than themselves. Their carrying capacity is calculated as if they were quadrupeds.
Gastropods as Characters
Gastropods, due to their low speed, make bad player characters, unless they have a means of speeding themselves up. A gastropod barbarian or low-level monk, for example, may have the ability to keep up with the slower members of an adventuring party. Also, the fact that they leave a trail of mucus can be a hindrance for the other characters and can also bring unwarranted attention to the party.
Due to its low Dexterity and Intelligence, a gastropod creature is ill-suited to follow classes utilizing those two ability scores, and the GM may choose to change the favored class of the base creature if it is such a class. Gastropod creatures are more adapt at becoming members of combat classes and divine caster classes.
[sblock=Sample Creatures]
Sample Creature: Hornslug
Huge Vermin
Hit Dice: 11d8+77 (126 hp)
Initiative: -2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (–2 size, -2 Dex, +7 natural), touch 6, flat-footed 13
Base Attack/Grapple: +8/+26
Attack: Gore +16 melee (2d8+15)
Full Attack: Slam +16 melee (2d6+10) and bite +11 melee (2d6+5); or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf
Special Qualities: Damage reduction 2/slashing, low-light vision, scent, trail, tremorsense 60 ft.
Saves: Fort +14, Ref +1, Will +4
Abilities: Str 30, Dex 6, Con 25, Int –, Wis 13, Cha 7
Skills: Climb +18
Feats: –
Environment: Warm plains
Organization: Solitary or pod (6–30)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12–22 HD (Huge)
Level Adjustment: –
A massive gray slug mows over the land, nibbling on trees as it slides along. Two feelers rise from its head, constantly looking around, and a third, muscular feeler searches around for other edibles. On the top of the creature sits a tiny shell of ivory color like a saddle, and from the sides of that saddle shell, two spearlike growths extend forward, possibly granting the creature a bit of a natural defense.
Massive herbivores of tropical lands, hornslugs are unpredictable creatures, but nevertheless are sometimes used as mounts or beasts of burden.
Hornslugs tend to charge at threatening creatures despite their low speed.
Engulf (Ex): A hornslug can simply mow down Large or smaller creatures by moving onto their squares as a full-round action. It may move up to its speed this way. Opponents can make attacks of opportunity against the hornslug, but if they do so they are not entitled to a saving throw and are engulfed automatically. Those who do not attempt attacks of opportunity must succeed on a DC Reflex save (DC 27) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed creatures are considered to be pinned and trapped under its body, taking automatic bite damage each round, and may suffer suffocation. The save DC is Strength-based, and includes a +2 racial bonus.
Trail (Ex): All ground squares touched by the hornslug during the last two rounds are covered by a sticky slime. A square covered with this mucus costs 2 squares of movement to move into.
Skills: Hornslugs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. They cannot jump.
The hornslug uses an elephant as the base creature.
Sample Creature: Red Slugling
Medium Dragon (Fire)
Hit Dice: 7d12+28 (73 hp)
Initiative: -2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (-2 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +7/+10
Attack: Bite +11 melee (1d8+3)
Full Attack: Bite +11 melee (1d8+3) and 2 slams (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, engulf
Special Qualities: Blindsense 60 ft., damage reduction 2/slashing, immunity to fire, sleep, and paralysis, keen senses, trail, tremorsense 60 ft., vulnerability to cold
Saves: Fort +9, Ref +3, Will +5
Abilities: Str 17, Dex 6, Con 19, Int 8, Wis 11, Cha 10
Skills: Appraise +9, Climb +11, Intimidate +10, Listen +12, Search +9, Spot +12
Feats: Alertness, Power Attack, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary or pod (2–5)
Challenge Rating: 4
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: 8–9 HD (Medium)
Level Adjustment: –
A big, red slug sits at the caldera lake, its feelers topped with rubylike eyes. It has a tiny shell reminiscent of lizard scales in various shades of red, and two fleshy flaps drop down from beneath the shell, almost like useless wings. It seems to have built a small hoard of valuables, covered with red, glowing mucus.
Red sluglings are the young of a very rare branch of dragon, the so-called dracopodes. They are greedy and evil beasts, constantly on the hunt for new treasure.
Breath Weapon (Su): Once every 1d4 rounds, a red slugling can breathe a 30 foot cone of cackling flames dealing 2d6 points of fire damage. A successful Reflex save (DC 17) halves the damage.
Engulf (Ex): A red slugling can simply mow down Small or smaller creatures by moving onto their squares as a full-round action. It may move up to its speed this way. Opponents can make attacks of opportunity against the slugling, but if they do so they are not entitled to a saving throw and are engulfed automatically. Those who do not attempt attacks of opportunity must succeed on a DC Reflex save (DC 16) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed creatures are considered to be pinned and trapped under its body, taking automatic bite damage each round, and may suffer suffocation.
Keen Senses (Ex): A red slugling sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Trail (Ex): All ground squares touched by the red slugling during the last two rounds are covered by a sticky slime. A square covered with this mucus costs 2 squares of movement to move into. The mucus is warm to the touch, but causes no burns.
Skills: Red sluglings have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. They cannot jump.
The red slugling uses a red wyrmling as the base creature.
Sample Creature: Snailfolk
Medium Humanoid (Snailfolk)
Hit Dice: 1d8+2 (6 hp)
Initiative: -2
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 14 (-2 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Longsword +3 melee (1d8+1/19-20); or bite +2 melee (1d6+1)
Full Attack: Longsword +3 melee (1d8+1/19-20); or bite +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf
Special Qualities: Damage reduction 2/slashing, lowlight vision, retreat, snailfolk traits, trail, tremorsense 60 ft.
Saves: Fort +4, Ref -2, Will -1*
Abilities: Str 13, Dex 7, Con 14, Int 8, Wis 9, Cha 8
Skills: Climb +9, Intimidate +3, Listen +1, Search +1, Spot +1
Feats: Weapon Focus (longsword)
Environment: Temperate forest
Organization: Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +1
The creature is a pale, man-sized snail, carrying a large, greenish shell. However, Unlike typical snails, it has two apparently functional arms growing from just beneath its head, and most of its body that isn't within the shell is upright much like the body of a human.
Snailfolk speak Common and Snailfolk. Intelligent members also learn Draconic, Gnoll, Gnome, Goblin, Orc, or Sylvan. The favored class of snailfolk is druid.
Engulf (Ex): A snailfolk can simply mow down Small or smaller creatures by moving onto their squares as a full-round action. It may move up to its speed this way. Opponents can make attacks of opportunity against the snailfolk, but if they do so they are not entitled to a saving throw and are engulfed automatically. Those who do not attempt attacks of opportunity must succeed on a DC Reflex save (DC 11) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed creatures are considered to be pinned and trapped under its body, taking automatic bite damage each round, and may suffer suffocation.
Retreat (Ex): As a full-round action that provokes an attack of opportunity, a snailfolk can retreat into its shell and seal it. Doing so increases its natural armor bonus to +18, but it is blind, cannot perform actions that require physical movement beyond those needed for somatic components and speaking, loses its Dexterity bonus to Armor Class (if any), and always fails Reflex saving throws. Exiting the shell again takes two full-round actions, which do not provoke an attack of opportunity.
Trail (Ex): All ground squares touched by the snailfolk during the last two rounds are covered by a sticky slime. A square covered with this mucus costs 2 squares of movement to move into.
Snailfolk Traits: Snailfolk are immune to sleep spells and effects, and have a +2 racial saving throw bonus against enchantment spells or effects, thanks to their vermin-like mind (Not reflected in the saving throw modifiers given here). They are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
Skills: Snailfolk get a+2 racial bonus on Listen, Search, and Spot checks. Thanks to its sensitive feelers, a snailfolk who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Snailfolk have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. They cannot jump.
The snailfolk uses an elf warrior 1 as the base creature. Its statistics before the racial adjustments were Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8.
Sample Creature: Thornslug Devil
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+96 (140 hp)
Initiative: +4
Speed: 10 ft. (6 squares), climb 10 ft.
Armor Class: 27 (+4 Dex, +13 natural) touch 14, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear) and bite +13 melee (1d6+3 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf, fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good and 2/slashing, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft., thorn trail, tremorsense 60 ft.
Saves: Fort +16, Ref +12, Will +12
Abilities: Str 23, Dex 19, Con 27, Int 10, Wis 14, Cha 18
Skills: Climb +14, Diplomacy +6, Hide +19, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +19, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3–5), or squad (6–10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13–24 (Medium); 25–36 HD (Large)
Level Adjustment: –
A grayish-green slug moves about, covered in oddly-angled spikes, and leaving a trail of mucus behind that quickly solidifies into several bladelike spikes. From the sides of its body, two spiky growths seem to act like claws.
A thornslug devil is about 7 feet long and weighs about 300 pounds.
Thornslug devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A thornslug devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Engulf (Ex): A thornslug devil can simply mow down Small or smaller creatures by moving onto their squares as a full-round action. It may move up to its speed this way. Opponents can make attacks of opportunity against the thornslug devil, but if they do so they are not entitled to a saving throw and are engulfed automatically. Those who do not attempt attacks of opportunity must succeed on a DC Reflex save (DC 22) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the creature moves forward. Engulfed creatures are considered to be pinned and trapped under its body, taking automatic bite and impale damage each round, and may suffer suffocation.
Fear (Su): A creature hit by a thornslug devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th). Whether or not the save is successful, that creature cannot be affected by that same thornslug devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp): Once per day a thornslug devil can attempt to summon 1d6 bearded devils or a single barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based. At will—
greater teleport (self plus 50 pounds of objects only),
hold person (DC 16),
major image (DC 17),
scorching ray (2 rays only); 1/day—
order’s wrath (DC 18),
unholy blight (DC 18).
Trail (Ex): All ground squares touched by the thornslug devil during the last two rounds are covered by a sticky slime that randomly hardens into sharp spikes. A square covered with this mucus costs 2 squares of movement to move into, and anyone entering one takes d8+6 points of piercing and slashing damage from the spikes.
Skills: Thornslug devils have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. They cannot jump.
The thornslug devil uses a barbed devil as the base creature.[/sblock]