N Large magical beast
Init -1; Senses darkvision 60 ft, low-light vision; Perception +7
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 38 (4d10+16)
Fort +8, Ref +3, Will +1
Defensive Abilities warp spell; Immune fire, poison
Weaknesses light blindness
Speed 10 ft.
Melee 4 slams +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Str 17, Dex 8, Con 18, Int 5, Wis 10, Cha 2
Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
Feats Alertness, Weapon Focus (slam)
Skills Perception +7, Sense Motive +2, Stealth +0
SQ warp spell
Warp Spell (Su)
When a spell directly targets a snail flail, there is a chance the protective minerals in its shell cause the spell to malfunction in some way.
Roll 1d10 to determine what occurs when a spell is cast at the flail snail. Area spells such as fireball are not affected by warp spell.
||The spell’s energy backfires and disorients the caster for 1d4 rounds. The caster must make a DC 13 Concentration check to cast a spell while disoriented.
||The spell rebounds and strikes the creature nearest the flail snail.
||Spell functions normally.
||The spell fails.
||The spell strikes the caster instead.
Advanced Flail Snails For each Hit Die a flail snails gains above four, it grows a new tentacle up to a maximum of 12 tentacles at 12 Hit Dice. A flail snail with 10 or more Hit Dice also grows to Huge size.