I have an upcoming hex crawl exploration campaign that I will be running in Kamard’s own world. His game is set in the northern provinces and mine is set in the southern ones. This campaign will mostly take place in Gweru (a Congo-esque/lost jungle kingdom) and the surrounding environs and have dashes of Tomb Raider/Indiana Jones thrown in for some spice. That being said I wanted to expand the kingdoms available beastiary and have begun trying my hand at some conversions. Here is the first such conversion. Your feed back is welcome.
% in Lair: 0%
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Movement: 15’ (5’) Climb: 15’ (5’)
Armor Class: 3 (see below)
Hit Dice: 4-6
Attacks: 1 per tenticle
Save: 4-5 HD F2/6 HD F3
Treasure Type: None
Flail snails are silicon-based gastropods distantly related to ordinary garden snails. Their shells average eight feet high at the crown and are masses of neon blues, reds, greens, and yellows. Flail snails get their name from the four to six club-like tentacles that grow from their heads. Each tentacle ends in a ten-pound mass of hardened flesh covered with knobs. Short sensor tentacles grow from either side of the head. These sensors detect motion up to 20 feet away. Their flesh is rubbery and gray-blue in color.
Combat: A hit by a single tentacle causes 1d8 points of damage and can smash a one-inch-thick piece of wood. A four-tentacled snail makes four attacks as a 4 Hit Die creature, a three-tentacled snail makes three attacks as a 3 Hit Die creature, and so on. These attacks may be against one or two opponents. Both opponents must be in front of or to the side of the snail.
Flail snail tentacles have 1 Hit Die apiece. Treat each tentacle as a separate creature. When a tentacle is reduced to 0 hit points it is useless. Flail snails attack until all of their tentacles are dead. Once this happens the monster withdraws into its shell and dies 1d3 turns later. During these turns the snail utters pitiful cries that are 50% likely per turn to attract a wandering monster.
The body has hit points equal to the combined total of all the tentacles, but it is nearly impossible to attack because it is protected by the creature’s shell. The effective Armor Class of the body is 12.
Flail snails are protected against magic by their colorful shell. Whenever the snail is attacked by magic, the effects are variable – 40% chance of the spell malfunctioning, 30% chance of it functioning normally, 20% chance of it failing to work at all, and a 10% chance that the spell is reflected back at the spellcaster. A spell that malfunctions has its effect altered slightly (DM discretion). The altered spell then affects the creature nearest the snail (saving throw if applicable).
Flail snails are immune to fire and poison, but they shun bright light.
The source material is located here. http://www.lomion.de/cmm/_contents.php