The tall octagonal hall was supported by 4 pillars. The companions stood in the entrance arch on one side. On the opposite wall through an identical arch was a set of stairs heading up. Along the second story of the hall were 4 balconies. Standing on the one above the opposite arch was a slick, hairless man, dressed only in a greasy loincloth. “Begone!” he cried “lest you incur the wrath of Salinkari!”
“Really?” Nimble whispered “This is the guy who wiped out those villages?”
“Salinkari, we have come to render judgement upon you for your crimes against the people of-” Allianora paused as a small round thing launched itself from the middle of the hall, and exploded on her shield, sending the companions sprawling.
“I warned you.” Salinkari chuckled. “Get them” he hissed wetly.
More explosions followed and the companions scurried for cover.
“Oh come on!” Nimble yelled as another small explosion blasted the pillar he was hiding behind.
“What are these things?” Allianora asked
“Who cares!?! How do we get past them?” Rathgar yelled.
“Don’t look at me! I’ve never seen them before.” A clattering noise at his feet caused Feris to look down. “Frelling-” he said before being blasted off his feet.
He landed next to a small slug-like creature that slowly began to crawl onto his wounded flesh.
Armor Class: 8
Hit Dice: 1/2** (S)
Move: 15’ (5’)
Attacks: 1 bite or 1 special
No. Appearing: 2d4 (2d4)
Save As: T1
Treasure Type: none
XP Value: 10
Monster Type: Lowlife, Enchanted (Rare)
The Grenade snail is a slug like creature, about a foot long, that has an explosive shell that it grows on it’s back. When threatened, or commanded by a slime-o-mancer (see below), the snail will toss the shell toward the perceived threat. The blast causes 1d4 points of damage to anyone within 5’, and will knock all victims unconscious for 2d4 rounds unless they save vs. paralysis. It takes a snail 3-4 days to regrow the shell. Once unconscious, the snails will converge on the victim and begin to eat it alive.
If the snail is killed before it launches its shell, there is a 50% chance it will explode. If it does not, it can be harvested and used at a later time. The snails are immune to the knockout effects of their own shells.
Wizards who wish to control grenade snails (as well as other slug and slime creatures) must implant within their chests a ritually prepared slug. The result of this ritual, if the caster survives, is the ability to control slugs, snails, and slimes (as a cleric turns undead). The caster lose all body hair, and will excrete slime instead of sweat causing a -2 penalty to reaction rolls.
Inspired by a post on G+ by Michael Curtis.