N Large magical beast ranger 1/fighter 2
Init –1; Senses blindsense 30 ft., scent, tremorsense 60 ft.; Perception +9


AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 45 (7 HD; 4d10+4+1d10+1+2d10+2+half)
Fort +10, Ref +5, Will +3 (Bravery +1 on will vs. fear)
Defensive Abilities warp magic; Immune poison; Resist fire 20


Speed 15 ft., climb 15 ft.
Melee 4 slams +11 (1d6+4)
Space 10 ft.; Reach 10 ft. (15 with Lunge)
Special Attacks favoured enemy (monstrous humanoid), mucus


Str 18, Dex 8, Con 13, Int 10, Wis 15, Cha 12
Base Atk +7; CMB +12; CMD 21 (can’t be tripped)
Feats Bloody AssaultAPG, Power Attack, Weapon Focus (slam), Fleet, Lunge
Skills Climb +18, Fly +0, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +7, Knowledge (the planes) +1, Perception +9, Stealth +0, Survival +9
Languages Flail Snail (sign language, slime writing, cannot speak)
SQ mucus, retraction, slime rope, suction, track, warp magic, wild empathy
Experience Points 23 000

Special Abilities

Mucus (Ex) As a free action, a flail snail can excrete a trail of mucus which covers its space and lasts for 10 minutes. This mucus comes in two types: slimy and sticky. Slimy mucus covers the squares with the effects of a grease spell. Sticky mucus covers the squares with the effects of a web spell. Both effects are DC 13. The saves are Constitution-based. Flail snails are immune to this mucus. Both types of mucus can be burned away as per the web spell.

Retraction (Ex) A flail snail can pull its fleshy parts back into its shell as a swift action, increasing its natural armour bonus by +6, but it cannot move or attack while retracted. It can return to normal as a free action.

Slime Rope (Ex) A flail snail can turn its mucus into a rope-like strand up to 60 feet long, and can use this rope to hang itself and up to 1 000 extra pounds from the ceiling indefinitely, or to lower itself safely at a speed of 20 feet per round. It can climb back up this rope at a speed of 10 feet per round. Once the snail breaks contact with the rope, the slime decomposes in 1d4 rounds, after which it cannot be used by the snail or any other creatures. While the slime rope exists, other creatures can climb the rope with a DC 20 Climb check.

Suction (Ex) A flail snail’s foot adheres to surfaces so well that its 10-foot climb speed applies even on perfectly sheer surfaces and ceilings, with no chance to fall off unless the foot is actively pinned and peeled away as part of a grapple.

Warp Magic (Su) Anytime a spell targets a flail snail, there is an 80% chance that it produces a random effect instead of affecting the snail. Only spells that directly target the flail snail are warped; area effect spells are not affected. If a spell is warped, roll 1d10 and consult the following table:
1–8 Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
9–18 Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on it.
19–26 Spell fails. Nothing happens.
27–34 Spell rebounds on the caster (as spell turning).
35–39 Caster is incapable of seeing the target snail, as if it were invisible, for 1d10 minutes. This is a mind-affecting effect.
40–44 Caster is incapable of seeing other party members, as if they were invisible, for 1d10 minutes. This is a mind-affecting effect.
45–47 All creatures within 30 feet are surrounded by faerie fire for 24 hours.
48–51 A gust of wind blows from the snail to the caster.
52–56 Caster’s thoughts are projected to all creatures within 30 feet of it for 24 hours, as if the others had cast detect thoughts.
57–59 Spell manifests as a weasel or another small animal, which runs away.
60–62 Spell reflects from the snail at the caster in the form of a lightning bolt (70 feet long, 5 feet wide, 6d6 damage, Reflex DC 15 half ).
63–67 Spell summons a hostile spider swarm (1–40 on d%), Small earth elemental (41–80), or octopus (81–100) that attacks all non-snail creatures.
68–70 Darkness spell, 30-foot-diameter hemisphere, centered on the caster.
71–74 Caster’s skin changes to a bright colour, returning to normal over the course of 2d10 days.
75–79 Caster is targeted by irresistible dance.
80–84 Illusion of caster’s greatest loved one appears and implores caster to stop attacking.
85–88 Caster or random ally is polymorphed into a random familiar-type animal (Bestiary 131–133) (Fort negates DC 15).
89–92 Barrage of strange objects (such as old boots) hits every non-snail creature within 30 feet for 2d6 bludgeoning damage (Reflex half DC 15).
93–96 Shell colours whirl, affecting all creatures attacking the snail with hypnotism, with the directive to cease their aggression (Will negates DC 15).
97–99 Random attacker is charmed into defending the flail snail for 1 hour (Will negates DC 15). This is a mind-affecting effect.
100 Caster is polymorphed into a flail snail (Will negates DC 15) and refuses to attack other snails.


Angle-Spiral-Blue is unusually intelligent for his kind, being roughly as smart as an average human.

In the last half of the forty-sixth century he met Reethna-Onatee, and taught him the flail snail sign language. As Reethna-Onatee grew up in the Darklands, Angle-Spiral-Blue protected him from the various dangers they encountered. They journeyed together underground for decades, and though they finally parted ways they’ve visited each other several times since.

Play History


June 17 Jess
August 9 Patricia


Conscientious Objectors tbug tbug