Deathcap Snail

by TroublesomeTerryou

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Art: Skullcap Snail by Minard Maxime

Skullcap Snail

Small beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 1 (-5) 8 (-1) 2 (-4)

  • Skills Stealth +2
  • Senses passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Shadow Carrier. Any creature that comes into contact with the skullcap snail's slime trail must succeed on a DC 10 Constitution saving throw or contract Shadow Rot .

Surefooted. The skullcap snail has advantage on saving throws against effects that would knock it prone.

Actions

Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Description


  • Origin and Nature. The Skullcap Snail is believed to have originated from the very essence of Shadow Rot itself, born from the remnants of souls tainted by the disease. Their shells are adorned with intricate patterns resembling the shadows that haunt the afflicted, and their slimy trails exude an aura of dark magic.

  • Housing Method. Upon sensing the presence of a creature succumbing to Shadow Rot, the Skullcap Snail begins its macabre ritual. It secretes a potent enzyme that softens the bone of the deceased creature's skull, allowing it to penetrate and take residence within. The snail carefully hollows out the interior, creating a snug and protective chamber where it can dwell.

  • Purpose and Function. The Skullcap Snail's choice of domicile serves both practical and mystical purposes. From a practical standpoint, the skull provides ample protection from predators and environmental hazards, allowing the snail to thrive in the treacherous landscapes of it's home. Additionally, the snail's presence within the skull acts as a catalyst for the spread of Shadow Rot, amplifying the dark energies that inhabit the creature.

  • Cultural Significance. The presence of a Skullcap Snail within a skull is often viewed as a harbinger of misfortune and death. Superstitious folk believe that encountering such a sight is an omen of impending doom, and many avoid areas known to be inhabited by these sinister creatures. However, some necromancers and dark scholars seek out Skullcap Snails for their potent magical properties, using them in arcane rituals and experiments.

Shadow Rot

The Shadow Rot progresses in severity over time. Each level of Shadow Rot imposes additional effects on the afflicted creature.

Level Symptoms Effects
1 Mild discoloration of the skin, sensation of coldness and numbness - Disadvantage on Stealth checks
- Vulnerability to cold damage
2 Darkening of the skin intensifies, increased frequency of vivid nightmares and hallucinations - Movement speed reduced by 10 feet
- Disadvantage on Wisdom saving throws against fear effects
3 Skin turns nearly black, persistent hallucinations and paranoia - Movement speed further reduced by 10 feet (total reduction of 20 feet)
- Disadvantage on all ability checks and saving throws
- Resistance to non-magical damage, vulnerability to radiant damage

The effects of Shadow Rot worsen over time, making it a challenging ailment to cure. Treatment may involve powerful restorative magic or rare alchemical ingredients.

Variant

The Snail's innate magical properties sometimes lead to unexpeted reaction. When a Skullcap snail finds the remains of a larger creature it may grow to fit it's new home and the shadow rot within will on occasion reawaken the lingering power left in the bones.


Skullcap Snail (Troll Skull Variant)

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 40 (9d8 + 6)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Shadow Carrier. Any creature that comes into contact with the skullcap snail's slime trail must succeed on a DC 12 Constitution saving throw or contract Shadow Rot.

Surefooted. The skullcap snail has advantage on saving throws against effects that would knock it prone.

Troll's Regeneration. At the start of its turn, the snail regains 5 hit points if it has at least 1 hit point and is within the area of dim light or darkness.

Actions

Sting. Melee Weapon Attack: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Regenerative Aura (Recharge 5-6). The snail emits a magical aura in a 10-foot radius centered on itself. Any allied creatures within the aura regain 1d4 hit points at the start of their turn while they are in dim light or darkness.


Skullcap Snail (Dragon Skull Variant)

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 80 (12d10 + 20)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 12 (+1) 6 (-2)

  • Skills Stealth +6
  • Damage Resistances acid, fire Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Shadow Carrier. Any creature that comes into contact with the skullcap snail's slime trail must succeed on a DC 12 Constitution saving throw or contract Shadow Rot.

Surefooted. The skullcap snail has advantage on saving throws against effects that would knock it prone.

Dragon's Resilience. The snail has advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Weapon Attack: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Dragon's Breath (Recharge 5-6). The snail exhales a 30-foot cone of acid. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one..

Harvesting

Player wanting to harvest some of the Snail's slime beasts may attempt a Survival check (an expert forager, or a precise apoticary) skillfully slicing and cleaning the beast remians; Or an Arcana check (cultist, scholar and mage) trying the manipulate the magic permeatting trough the slime.

DC = DC of the Snail's Shadow carrier + 2.

Success: The harvester gains 1 vial of shadow rot slime.

Failure: The harvester gains 1 vial of shadow rot slime and must make a constitution saving throw against the Snail's shadow carrier feature. If the creature fails a saving throw by 5 or more then, it make the saving throw with disadvantage.

  • As the DM remember the Variant Rule: skills with different abilities, you may rule that your player could make a Dexterity(Survival) check when using its natural agility or profiency in certain tools. Dexterity(Survival) = Dexterity check + profiency bonus, if procicient in survival.
 

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