Snails

Snails are ancient, mystical creatures that hold the mysteries of sorcery in their shells. One needs to be weary of these creatures, for they commune with the Eldritch on the regular and their goals are not easy to understand.

These designs are meant to be the same size of the players - if the players are normal people, these monsters are the size of men. If the players have been shrunk to 2 inches, these bugs are normal bugs.

I designed these snails with the intent that your players have Bludgeoning weapons and will use them. If you think your players will refuse to adjust their tactics to attack effectively, I would either add a level to each of these monsters or reduce their armor to None.

Snails: Big Ole Shell.

You have no armor against bludgeoning damage.

M20
Link Shields!

When you have two adjacent allies, you may attack when you are attacked.

Choose two.
  • Sword.
  • Sorcery..

    Range: 6.

Lvl 2 wizard
H35
Choose one.
  • Spider Web (once).

    A 3×3×3 area becomes covered in webs. Any creature that starts their turn or enters the webs becomes Grappled (escape DC 11).

  • Growing Vines (once).

    Creatures in a 5×5 area are grappled (escape DC 11).

  • Soul Swap.

    Range: 8. Two creatures teleport and swap places.

  • Soul Shift.

    Range: 8. One creature that fails a WIL save (DC 11) is teleported to one spot on the ground within Range: 8.

H30
Choose one.
  • Helpful Potion!

    Range: 6, 2×2 AoE. Targets next attack has its primary die increased by 2.

  • Harmful Potion!

    Range: 6, 2×2 AoE. Targets next attack has its primary die decreased by 2.

Fire Mages: Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Choose one.
  • Summon (once).

    Summon 3 Fire Spirit Minions (d10) within Reach: 8.

  • Sorcery..

    Range: 8.

  • Grand Sorcery (once, while Bloodied)..

    Range: 8.

Choose one.
  • Summon.

    Summon 4 Spirit Minions (1d6) within Reach: 8.

  • Attack!

    All of your minions move 6 and then attack.

  • Stick.
Lvl 3 large
H44
Bodyguard.

(1/round) If someone attacks one of your allies, you may move 3 and attack them.

  • Soul Stick..

    Reach: 3.

Mercury Masters: Mercury Infused Strikes.

Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).

Choose Summon or Blade.
  • Summon (once).

    Summon 3 Mercury Spirit Minions (d12) within Reach: 8.

  • Blade..

    or gain 5 temporary HP. Then:

  • Sorcery..

    Range: 7.

H60
Divine Beings: Incomprehensible Divinity .

If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.

Choose one.
  • Summon (once).

    Summon 13 Spirit Minions (1d4) within Reach: 3.

  • Divine Call..

    Range: 13. Cannot crit. On hit: Taunted and summon a Spirit Minions (1d4) behind

Pale Snails are the juvenile form of divine snails destined for godhood. They are born with a tribe of Snails have suffered from persecution or great loss. The elders of the tribe will offer their suffering to their Eldritch patron and be gifted with a Pale Child.

They seek to lead groups of snails on crusades to conquer nearby lands. A hero reduced to Dying by a Pale Snail or it's allies will slowly grow a snail shell on its head, getting larger with each wound they suffer. When they die, the shell fully encases their head.

H60
Form Changing.

You have the armor and movement listed in the last attack you used.

Choose one.
  • Dinosaur Bite..

    Armor: Medium

  • Bird Talons..

    Armor: none. Fly: 8.

  • Crab Pinch..

    Armor: Heavy. Swim: 6.

  • Snail Spell..

    Armor: Heavy. Range: 6. On hit: Target is Grappled (escape DC 12).

Lvl 5 undead snail
M66
Ooze: Digestive Touch.

Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.

Spectres of the Dead : Jump Scare.

If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.

Choose one.
  • Tackle (×4).
  • Uncontrolled Soul..

    Range: 8. Also hits nearest creature to target. On hit: Remove all Digested.

A snail that has died and been revived as an undead.