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<blockquote data-quote="Shadowdweller00" data-source="post: 6983723" data-attributes="member: 6778479"><p><strong>I Am The Ender-of-Gardens</strong> (Wilderness, Day or Night)</p><p></p><p>The PCs encounter a swath of blighted undergrowth - trees and bushes that have been apparently denuded of foliage, torn, and with a successful investigation check, seemingly burned by acid. If the PCs are travelling at night or choose to search for tracks, they find drying slime-trails still visible on the ground, leading toward the apparent center of the destruction. Either way, as the PCs cross this region they come face to face with a pod of 1d4+1 horrible creatures bearing shells, oozing slime, and eyestalks. If the giant snails spot the PCs, they immediately ooze forward trying to get a good look at them. Giant snails are only dangerous to plant creatures or mostly-plant creatures (such as PCs with the Barkskin spell up or who have been transformed with several wild magic effects), but cannot discern whether the PCs are edible until they come within 10 feet. A successful DC:13 nature check will determine this information - IF a PC thinks about it (i.e. asks to make the check). Giant snails are always ferociously hungry and pods of them can quickly strip a region bare of plant life. Although the snails can digest wood, they find it tasteless and gain little nutrition from it. They prefer foliage. The snails might be confused as to the edibility of any PCs who happen to be dressed or disguised in leaves. Giant Snail shells are worth about 50 gp each if they remain intact after the snail's death and if they can be properly cleaned out (requiring a successful tool check with leatherworking or masonry tools). The shells are heavy, however - weighing about 200 lbs each. Giant snails protect themselves from predators by synthesizing poisonous compounds within their flesh. They cannot use these poisons to attack, but PCs skilled in the use of a Poisoner's Kit might be able to gather doses of giant snail poison as per the rules in the DMG. Giant snail poison is ingested, and inflicts the same adverse effects as the poisonous flesh ability.</p><p></p><p><strong>Giant Snail</strong></p><p>Large beast, unaligned</p><p>Armor Class: 13 (natural armor)</p><p>Hit Points: 37 (5d8+15)</p><p>Speed: 10, Climb 10</p><p>Str 18 (+4) Dex 6 (-2) Con 16 (+3) Int 1 (-5) Wis 7 (-2) Cha 3 (-4)</p><p>Skills: Stealth +3 (+6 while inside shell), Perception +5</p><p>Senses: Blindsight 60 feet, Darkvision 30 feet</p><p>Languages: none (cannot speak)</p><p>Challenge: 0 (or CR 1 if one or more PCs is actually a plant)</p><p><strong>Amphibious:</strong> Can breathe both air and water</p><p><strong>Poor Eyesight:</strong> Although they can detect motion and shape at normal ranges, giant snails cannot discern fine detail beyond 10 feet away.</p><p><strong>Salt Vulnerability:</strong> Giant snails take 1d4 poison damage per round of exposure to at least 1 gallon of salt water or 1 lb of powdered salt crystals.</p><p><strong>Poisonous Flesh: </strong>Giant snail meat tastes horrible and is poisonous if consumed. Any creature that tries to ingest giant snail meat or that makes a successful bite attack against a giant snail takes 1d6 poison damage and must make a DC: 13 constitution save or become poisoned for 1 hour from nausea and vomiting.</p><p><strong>Actions:</strong></p><p>Digest: The giant snail excretes digestive enzymes +5 to hit, range 5 ft., one target. Hit: 2d6+3 acid damage. This attack ONLY affects plant creatures or items made of plant matter. At the DM's discretion, it might destroy or cause damage to plant-based clothing. This attack is constitution-based.</p><p></p><p>Shell Defense: The giant snail withdraws into its shell, gaining a +4 bonus to AC and +3 bonus to stealth until it emerges as a bonus action. The giant snail cannot move or attack while it is inside its shell, and automatically fails all vision-based perception checks.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6983723, member: 6778479"] [B]I Am The Ender-of-Gardens[/B] (Wilderness, Day or Night) The PCs encounter a swath of blighted undergrowth - trees and bushes that have been apparently denuded of foliage, torn, and with a successful investigation check, seemingly burned by acid. If the PCs are travelling at night or choose to search for tracks, they find drying slime-trails still visible on the ground, leading toward the apparent center of the destruction. Either way, as the PCs cross this region they come face to face with a pod of 1d4+1 horrible creatures bearing shells, oozing slime, and eyestalks. If the giant snails spot the PCs, they immediately ooze forward trying to get a good look at them. Giant snails are only dangerous to plant creatures or mostly-plant creatures (such as PCs with the Barkskin spell up or who have been transformed with several wild magic effects), but cannot discern whether the PCs are edible until they come within 10 feet. A successful DC:13 nature check will determine this information - IF a PC thinks about it (i.e. asks to make the check). Giant snails are always ferociously hungry and pods of them can quickly strip a region bare of plant life. Although the snails can digest wood, they find it tasteless and gain little nutrition from it. They prefer foliage. The snails might be confused as to the edibility of any PCs who happen to be dressed or disguised in leaves. Giant Snail shells are worth about 50 gp each if they remain intact after the snail's death and if they can be properly cleaned out (requiring a successful tool check with leatherworking or masonry tools). The shells are heavy, however - weighing about 200 lbs each. Giant snails protect themselves from predators by synthesizing poisonous compounds within their flesh. They cannot use these poisons to attack, but PCs skilled in the use of a Poisoner's Kit might be able to gather doses of giant snail poison as per the rules in the DMG. Giant snail poison is ingested, and inflicts the same adverse effects as the poisonous flesh ability. [B]Giant Snail[/B] Large beast, unaligned Armor Class: 13 (natural armor) Hit Points: 37 (5d8+15) Speed: 10, Climb 10 Str 18 (+4) Dex 6 (-2) Con 16 (+3) Int 1 (-5) Wis 7 (-2) Cha 3 (-4) Skills: Stealth +3 (+6 while inside shell), Perception +5 Senses: Blindsight 60 feet, Darkvision 30 feet Languages: none (cannot speak) Challenge: 0 (or CR 1 if one or more PCs is actually a plant) [B]Amphibious:[/B] Can breathe both air and water [B]Poor Eyesight:[/B] Although they can detect motion and shape at normal ranges, giant snails cannot discern fine detail beyond 10 feet away. [B]Salt Vulnerability:[/B] Giant snails take 1d4 poison damage per round of exposure to at least 1 gallon of salt water or 1 lb of powdered salt crystals. [B]Poisonous Flesh: [/B]Giant snail meat tastes horrible and is poisonous if consumed. Any creature that tries to ingest giant snail meat or that makes a successful bite attack against a giant snail takes 1d6 poison damage and must make a DC: 13 constitution save or become poisoned for 1 hour from nausea and vomiting. [B]Actions:[/B] Digest: The giant snail excretes digestive enzymes +5 to hit, range 5 ft., one target. Hit: 2d6+3 acid damage. This attack ONLY affects plant creatures or items made of plant matter. At the DM's discretion, it might destroy or cause damage to plant-based clothing. This attack is constitution-based. Shell Defense: The giant snail withdraws into its shell, gaining a +4 bonus to AC and +3 bonus to stealth until it emerges as a bonus action. The giant snail cannot move or attack while it is inside its shell, and automatically fails all vision-based perception checks. [/QUOTE]
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