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ATHATH
2022-03-06, 03:37 AM
MTMM updated the flail snail's antimagic shell ability to no longer have the funny chance to reflect spells back upon their casters. Instead, it now always produces the magical explosion effect:

Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its saving throw against a spell or a spell's attack roll misses it, the snail's shell converts some of the spell's energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 3 (1d6) force damage per level of the spell on a failed save, or half as much damage on a successful one.
Step 1: Conjure a flail snail using the Conjure Elemental spell (sadly, it's still just out of reach of Conjure Minor Elementals).
Step 2: Find a way to get it into the center of a group of enemies despite its 10 ft. movement speed.
Step 2.5: Put yourself under a Bane effect or the like, if possible.
Step 3: Cast an upcasted Scorching Ray on the snail, producing a magical explosion for EACH ray that MISSES.
Step 4: ???
Step 5: Realize you probably could have gotten more mileage out of just directly casting some AoE spells.
Step 6: Profit?

Might be a neat combo for a low WIS Wildfire Druid in a one-shot- they get Scorching Ray and Longstrider, don't they?

Corran
2022-03-06, 06:29 AM
Hmm. It's true that an AoE would do just as well, if not better. But to cast an AoE you need to be there. Now, tiny servants has a good duration, and we could theoritically use one to trigger the explosion. I cannot think of a way to use the same servant to trigger multple explosions (hopefully I am missing something), so we are most likely going for one big boom per snail. Now we need to build an army of those. So we need planar binding and time.

So, we have some very slowly moving remote bombs at best. Though infortunately they can only hurt creatures, so that's a restriction. As mines they are not any reliable, so they have to be used offensively (10' speed, lol). I dunno, send them into a dungeon and they might cause some trouble, hopefully taking out some of the mooks.

Most likely something a lich does. With so much time in their hands, why wouldn't they have a few hundred of them somewhere in their dungeon. They could send a few of them on invading adventurers, just to check if they will be careless enough to let the snails close by, all while watching this unfold just for fun. Or you know, if bored, send 50 or so of them in some town and hopefully get the attention of adventurers who would be pissed off enough to try and take it out. Immortality must be boring.

Segev
2022-03-06, 11:31 AM
Do the above as an evocation wizard. Cast fireball with the snail in the age. Bonus damage since you sculpted the spell to make it auto-pass the save!

animewatcha
2022-03-06, 10:35 PM
Depends upon how far you are wanting to go for shenanigans. Spiritual weapon makes an activation each round. A 1st-level-upcasted eldritch blast (obtained by non-warlock). 2 blasts at 5th, 3 at 11th, 4 at 17th. Multiple attack roll based things (not magic missile since autohit) could be done. Anyone got a listing of them?

sambojin
2022-03-06, 11:56 PM
Repelling Blast on Eldritch Blast sounds fun. Shove it through a pack of enemies, with the potential explosions being deeper into the pack if you do hit, with them only going off on a miss. Unreliably fun :)

Sorlock quickening it at lvl11 should give you 6 shots a turn, with about 4 hitting for the pushes, and two blasts going off. Pity you can't move in between EB shots.