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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8614729" data-attributes="member: 53176"><p><h3>Flail Snail (VGtM)</h3><p></p><p>Time to take a trip back into the world of magical livestock. With all the old ecology entries that people love I have to wonder why they never made a “D&D, but you are a magical farmer” setting.</p><p></p><p>The flail snail can be semi-domesticated to make a consistent supply of glass. Their shell in particular is worth a whopping Five Grand in gold, and can be used to make both temporary and permanent magical items. The temporary shields are perhaps the most interesting thing that can be fabricated with their shell, as they can give any creature the Flail Snail’s Antimagic Shell power, to spice up an encounter. Because they are temporary items that expire after a month, you don’t have to worry too much about your PCs getting their hands on them. In fact, you might give them one as a “consumable” reward if the PCs need to punch above their level for a particular encounter. Furthermore, the expired shield can be later enchanted to become a permanent s<em>pell-guard shield</em>, if the PCs really loved it.</p><p></p><p>In combat the flail snail will start off with its Scintillating Shell power, in order to alert any allies it may have, and potentially stun any melee aggressors. On subsequent turns, or if the snail has no allies, it will simply bash enemies with its flails until it falls. The flail snail is the epitome of slow ground-bound melee creatures that die to anyone with a ranged attack, simply because they are a snail. While they have no reprisal against someone who simply moves and shoots, they do have the ability to withdraw into their shell, giving them +4 AC. It’s worth noting that they can hide in their shell, then turn on the lights, should someone get the bright idea to open with ranged attacks.</p><p></p><p>If I was to change this creature I would start with a climb speed, then give them a damage threshold of lets say 15 while hiding in their shell, if only to give the creature the illusion of a chance. But otherwise, it’s a snail, I would expect someone to defeat it with a salt shaker. If you needed proof that CR is just a measure of DPR and not actual lethality, here it is.</p><p></p><p>In the changeover, the Flail Snail lost a lot of complexity. No longer do you roll for the effect of its Antimagic Shell, it just does the magical burst for small damage every time they save (this change also applies to the aforementioned temporary shields). Their morbid “Are we the baddies?” Flail Tentacles power was just deleted in a massive blow to story mechanics everywhere, and in return their flail attacks had their damage reduced a bit.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8614729, member: 53176"] [HEADING=2]Flail Snail (VGtM)[/HEADING] Time to take a trip back into the world of magical livestock. With all the old ecology entries that people love I have to wonder why they never made a “D&D, but you are a magical farmer” setting. The flail snail can be semi-domesticated to make a consistent supply of glass. Their shell in particular is worth a whopping Five Grand in gold, and can be used to make both temporary and permanent magical items. The temporary shields are perhaps the most interesting thing that can be fabricated with their shell, as they can give any creature the Flail Snail’s Antimagic Shell power, to spice up an encounter. Because they are temporary items that expire after a month, you don’t have to worry too much about your PCs getting their hands on them. In fact, you might give them one as a “consumable” reward if the PCs need to punch above their level for a particular encounter. Furthermore, the expired shield can be later enchanted to become a permanent s[I]pell-guard shield[/I], if the PCs really loved it. In combat the flail snail will start off with its Scintillating Shell power, in order to alert any allies it may have, and potentially stun any melee aggressors. On subsequent turns, or if the snail has no allies, it will simply bash enemies with its flails until it falls. The flail snail is the epitome of slow ground-bound melee creatures that die to anyone with a ranged attack, simply because they are a snail. While they have no reprisal against someone who simply moves and shoots, they do have the ability to withdraw into their shell, giving them +4 AC. It’s worth noting that they can hide in their shell, then turn on the lights, should someone get the bright idea to open with ranged attacks. If I was to change this creature I would start with a climb speed, then give them a damage threshold of lets say 15 while hiding in their shell, if only to give the creature the illusion of a chance. But otherwise, it’s a snail, I would expect someone to defeat it with a salt shaker. If you needed proof that CR is just a measure of DPR and not actual lethality, here it is. In the changeover, the Flail Snail lost a lot of complexity. No longer do you roll for the effect of its Antimagic Shell, it just does the magical burst for small damage every time they save (this change also applies to the aforementioned temporary shields). Their morbid “Are we the baddies?” Flail Tentacles power was just deleted in a massive blow to story mechanics everywhere, and in return their flail attacks had their damage reduced a bit. [/QUOTE]
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