the Jester
Legend
FLAIL SNAIL--- Level 5 Brute
Large natural beast--- XP 200
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Initiative +0; Senses Perception +4, tremorsense 6
HP 76; Bloodied 38
AC 17; Fortitude 19; Reflex 12; Will 16
Speed 4
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[Melee basic] Head Flail (standard; at will): Reach 2; +8 vs. AC; 1d10+4 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +8 vs. AC; 1d12+4 damage, and the target is pushed 2 squares.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
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Alignment unaligned; Languages -
Str 20; Dex 6; Wis 14
Con 16; Int 1; Cha 9
SCINTILLATING FLAIL SNAIL--- Level 7 Controller
Large natural magical beast--- XP 300
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Initiative +2; Senses Perception +6, tremorsense 6
Scintillating Shell (Radiant) aura 6; all ranged and area attacks against the flail snail by those in the aura suffer a -4 penalty. Any creature that starts its turn in the aura is subject to an attack: +11 vs. Will; Hit: target is slowed and dazed until the end of its turn; Miss: target is dazed until the end of its turn.
HP 80; Bloodied 40
AC 21; Fortitude 21; Reflex 15; Will 19
Speed 5
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[Melee basic] Head Flail (standard; at will): Reach 2; +12 vs. AC; 1d8+5 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +12 vs. AC; 1d12+5 damage, and the target is pushed 2 squares.
[Ranged] Scintillating Beams (standard; recharge 5 6) Radiant: Range 10; targets 2 creatures; +11 vs. Will; Hit: 3d8+5 points of radiant damage and target is blinded and dazed (first save ends blindness, second save ends dazed); Miss: half damage and target is blinded until the end of its next turn.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
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Alignment unaligned; Languages -
Str 20; Dex 9; Wis 16
Con 16; Int 7; Cha 13
Large natural beast--- XP 200
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Initiative +0; Senses Perception +4, tremorsense 6
HP 76; Bloodied 38
AC 17; Fortitude 19; Reflex 12; Will 16
Speed 4
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[Melee basic] Head Flail (standard; at will): Reach 2; +8 vs. AC; 1d10+4 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +8 vs. AC; 1d12+4 damage, and the target is pushed 2 squares.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
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Alignment unaligned; Languages -
Str 20; Dex 6; Wis 14
Con 16; Int 1; Cha 9
SCINTILLATING FLAIL SNAIL--- Level 7 Controller
Large natural magical beast--- XP 300
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Initiative +2; Senses Perception +6, tremorsense 6
Scintillating Shell (Radiant) aura 6; all ranged and area attacks against the flail snail by those in the aura suffer a -4 penalty. Any creature that starts its turn in the aura is subject to an attack: +11 vs. Will; Hit: target is slowed and dazed until the end of its turn; Miss: target is dazed until the end of its turn.
HP 80; Bloodied 40
AC 21; Fortitude 21; Reflex 15; Will 19
Speed 5
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[Melee basic] Head Flail (standard; at will): Reach 2; +12 vs. AC; 1d8+5 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +12 vs. AC; 1d12+5 damage, and the target is pushed 2 squares.
[Ranged] Scintillating Beams (standard; recharge 5 6) Radiant: Range 10; targets 2 creatures; +11 vs. Will; Hit: 3d8+5 points of radiant damage and target is blinded and dazed (first save ends blindness, second save ends dazed); Miss: half damage and target is blinded until the end of its next turn.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
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Alignment unaligned; Languages -
Str 20; Dex 9; Wis 16
Con 16; Int 7; Cha 13