Snail Swarm (3.5e Creature)
| Snail Swarm | |
|---|---|
| Size/Type: | Diminuitive Vermin (Swarm) |
| Hit Dice: | 11d8 (44 hp) |
| Initiative: | -3 |
| Speed: | 10ft |
| Armor Class: | 11 (+4 Size, -3 Dex, touch 11, flat-footed 11 |
| Base Attack/Grapple: | +4/- |
| Attack: | Swarm (3d6) |
| Full Attack: | Swarm (3d6) |
| Space/Reach: | 10ft/10ft |
| Special Attacks: | Distraction, Slime Trail |
| Special Qualities: | Vermin traits, Tremorsense 30ft, Immune to Weapon Damage, Blindsight 60ft |
| Saves: | Fort , Ref , Will |
| Abilities: | Str 11, Dex 5, Con 11, Int -, Wis 10, Cha 2 |
| Skills: | +4 Hide, +4 Disguise |
| Feats: | Fast Healing |
| Environment: | Forest |
| Organization: | Solitary |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | True Neutral |
| Advancement: | None |
| Level Adjustment: | - |
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You see a mass of shells leaving behind a vile trail of acid.
A swarm of snails is a putrid swarm of slow but dangerous snails.
Combat
Distraction (Ex) Any living creature that begins its turn with a snail swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Slime Trail (Ex) Places the snail swarm travels on have a putrid slime on it. This not only turns the area into a difficult terrain for 1d6 rounds, anyone on the slime at the end of their turn (excluding the snail) receive 1d6 Acid damage.
A snail gets a +4 to hide and disguise checks.
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