Hearthshell Sea-Snail

Hearthshell Sea-Snail                                                           CR 20

XP 30720


 * A Large Animal (Aquatic)

Init +5; Senses Low-Light Vision, Tremorsense 30ft; Perception +0

DEFENSE
AC 41, touch 11, flat-footed 39 (-1 size, +1 Dex, +1 dodge, +30 natural)

hp 473 (27d8+351); Regeneration 20

Fort +29, Ref +18, Will +11

Defensive Abilities Half Damage from Piercing, Half Damage from Slashing

DR 10/Bludgeoning, 30/- Immunities Acid, fire Resist Cold 10

Weaknesses Light Sensitivity

OFFENSE
Speed 10 ft., swim 20 ft.

Melee bite +32 (1d8+12/19-20,x2 plus poison and disease), tail lash +29 (1d8+12)

Space 10 ft.; Reach 5 ft.

Special Attacks Poison (Ex) (bite-injury save DC 35, frequency 1/minute for 6 minutes, effect 1d8 Dex damage, cure 2 consecutive saves), Grab (bite), Mucus, Disease

STATISTICS
Str 34, Dex 12, Con 34, Int 2, Wis 10, Cha 2

Base Atk +20; CMB +33 (+37 grapple); CMD 44

Feats Diehard, Dodge, Endurance, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Multiattack, Run, Skill Focus (Swim), Toughness, Weapon Focus (bite)

Skills: Swim +45

Languages Common

SQ Animal Traits, Amphibious, Amorphous Anatomy

SPECIAL ABILITIES
Mad Snail Disease (Ex)

Creatures bit by the Hearthshell Sea-Snail must make a fortitude save each round or suffer 1d4 dex and wis damage each round due to their virulent mad snail disease. Cure: three consecutive saves. Poison (Ex)

A Hearthshell Sea-Snail can poison those it attacks. A Hearthshell Sea-Snail's bite attack(s) will inflict a poison on its victims that has a fortitude save DC of 35, a frequency of 1/minute for 6 minutes, causes 1d8 dex damage, and takes two saves to cure. The save DC is constitution-based.

Grab (Ex)

If a Hearthshell Sea-Snail hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Large or smaller.

The Hearthshell Sea-Snail has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Light Sensitivity (Ex)

A Hearthshell Sea-Snail becomes dazzled in bright sunlight or within the radius of a daylight spell.

Mucus (Ex) As a free action, a hearthshell sea-snail can excrete a trail of mucus that covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. A character who attempts to move through an area covered in slippery mucus must make a DC 35 Reflex save each round or fall prone. Sticky mucus transforms squares into difficult terrain. Only one type of mucus can be in effect at a time in any one square. Hearthshell sea-snails can move through either type of slime with ease. A square of mucus exposed to a fire source dries and reverts to normal. The save DC is Constitution-based.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

Amphibious (Ex)

A Hearthshell Sea-Snail has the aquatic subtype, but they can survive indefinitely on land.

Amorphous Anatomy (Ex)

A Hearthshell Sea-Snail's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Hearthshell Sea-Snail is a willing target). A Hearthshell Sea-Snail automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

ECOLOGY
Environment:  Damp Caves

Organization: Solitary

Treasure: Incidental