The Vorpal Tribble
2006-08-04, 08:24 PM
Racing Snail
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 16 (+7 natural, -1 size), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Darkvision 60 ft., shell, scent, steady tread, tally ho
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 19, Dex 11, Con 18, Int 4, Wis 13, Cha 9
Skills: Climb +13, Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate Forest
Organization: Solitary or Rout (3-6 racing snails)
Challenge Rating: 4
Treasure: None
Alignment: Usually true neutral
Advancement: 5-10 HD (Large)
Level Adjustment: -
Racing snails appear much as normal snails though several thousand times larger so that a tall man's head would just meet the arch of its spiraled shell. At the base, directly behind the head, the shell curls into itself, giving sufficient space for a medium-sized creature to sit. The skin is leathery and coated in a clear, sticky slime. Unlike normal snails it has a true head, with mild eyes on the end of long stalks that reveal a spark of true intelligence.
Racing snails are strange and wonderous creatures that have been bred for centuries to increase their already impressive rate of locomotion. Generating enormous qualities of incredibly slick slime they are able to further increase their speed.
A racing snail's demeanors are anything but hostile, combining a natural docility with a propensity for skittishness. Thus a handler's jump is more an exercise in teaching bravery and restraint than actual domestication.
Natural racing snails exist in the wilds, though most are descended from an escaped domesticated snail.
Racing snails can speak very simple words in the language of their rider. They weigh nearly a ton and are nearly 10 feet long from head to tail. A racing snail's shell reaches just over 6 feet in height.
Combat
Racing snails are flighty creatures who prefer speed to battle. If cornered or wielding a trusted rider however it gains courage enough to attempt to run down any opponent, crushing it below its considerable weight.
Shell (Ex): As a full-round action a racing snail can curl into its own shell. It can take no actions but gains complete concealment. Its shell may be sundered however. The shell is three inches thick and has 10 hit points per inch, with a hardness of 8. A damaged shell is considered a second entity for the purpose of repairing itself, healing at half the speed as the rest of the snail (minimum 1 hp per day).
Tally Ho (Ex): Once per hour, a racing snail can move eight times its normal speed (400 feet) for a number of rounds equal to their Constitution modifier (minimum 1 round). A racing snail cannot sprint while carrying a medium or heavier load or while fatigued or exhausted. They can exert themselves to sprint for up to twice as long, but then they are fatigued at the of their race.
Steady Tread (Ex):
A racing snail spends its entire life on its slick slime. As a result it is unaffected by slippery surfaces such as ice or a Grease spell. Because of its shape it is also incapable of being tripped.
Trample (Ex): A racing snail can trample creatures one or more sizes smaller than itself, dealing damage equal to its slam attack. Opponents who do not make attacks of opportunity against the snail can attempt Reflex saves (DC 16) to halve the damage. The save DC is Strength-based.
Skills: Racing snails have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
-=-=-=-=-=-=-
Training a Racing Snail
Although marginally intelligent, a racing snail requires training before it can bear a rider in combat. To be trained, a racing snail must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly racing snail requires six weeks of work and a DC 25 Handle Animal check. Riding a racing snail requires an exotic saddle. A racing snail can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Racing snail eggs are worth 3,000 gp apiece on the open market, while their young are worth 4,500 gp each. Professional trainers charge 1,500 gp to rear or train a racing snail.
Carrying Capacity: A light load for a racing snail is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1050 pounds. A racing snail can drag 5,250 pounds.
Large Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 16 (+7 natural, -1 size), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Darkvision 60 ft., shell, scent, steady tread, tally ho
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 19, Dex 11, Con 18, Int 4, Wis 13, Cha 9
Skills: Climb +13, Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate Forest
Organization: Solitary or Rout (3-6 racing snails)
Challenge Rating: 4
Treasure: None
Alignment: Usually true neutral
Advancement: 5-10 HD (Large)
Level Adjustment: -
Racing snails appear much as normal snails though several thousand times larger so that a tall man's head would just meet the arch of its spiraled shell. At the base, directly behind the head, the shell curls into itself, giving sufficient space for a medium-sized creature to sit. The skin is leathery and coated in a clear, sticky slime. Unlike normal snails it has a true head, with mild eyes on the end of long stalks that reveal a spark of true intelligence.
Racing snails are strange and wonderous creatures that have been bred for centuries to increase their already impressive rate of locomotion. Generating enormous qualities of incredibly slick slime they are able to further increase their speed.
A racing snail's demeanors are anything but hostile, combining a natural docility with a propensity for skittishness. Thus a handler's jump is more an exercise in teaching bravery and restraint than actual domestication.
Natural racing snails exist in the wilds, though most are descended from an escaped domesticated snail.
Racing snails can speak very simple words in the language of their rider. They weigh nearly a ton and are nearly 10 feet long from head to tail. A racing snail's shell reaches just over 6 feet in height.
Combat
Racing snails are flighty creatures who prefer speed to battle. If cornered or wielding a trusted rider however it gains courage enough to attempt to run down any opponent, crushing it below its considerable weight.
Shell (Ex): As a full-round action a racing snail can curl into its own shell. It can take no actions but gains complete concealment. Its shell may be sundered however. The shell is three inches thick and has 10 hit points per inch, with a hardness of 8. A damaged shell is considered a second entity for the purpose of repairing itself, healing at half the speed as the rest of the snail (minimum 1 hp per day).
Tally Ho (Ex): Once per hour, a racing snail can move eight times its normal speed (400 feet) for a number of rounds equal to their Constitution modifier (minimum 1 round). A racing snail cannot sprint while carrying a medium or heavier load or while fatigued or exhausted. They can exert themselves to sprint for up to twice as long, but then they are fatigued at the of their race.
Steady Tread (Ex):
A racing snail spends its entire life on its slick slime. As a result it is unaffected by slippery surfaces such as ice or a Grease spell. Because of its shape it is also incapable of being tripped.
Trample (Ex): A racing snail can trample creatures one or more sizes smaller than itself, dealing damage equal to its slam attack. Opponents who do not make attacks of opportunity against the snail can attempt Reflex saves (DC 16) to halve the damage. The save DC is Strength-based.
Skills: Racing snails have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
-=-=-=-=-=-=-
Training a Racing Snail
Although marginally intelligent, a racing snail requires training before it can bear a rider in combat. To be trained, a racing snail must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly racing snail requires six weeks of work and a DC 25 Handle Animal check. Riding a racing snail requires an exotic saddle. A racing snail can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Racing snail eggs are worth 3,000 gp apiece on the open market, while their young are worth 4,500 gp each. Professional trainers charge 1,500 gp to rear or train a racing snail.
Carrying Capacity: A light load for a racing snail is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1050 pounds. A racing snail can drag 5,250 pounds.