“Snails which change your memories? Preposterous! If such a creature existed, we would surely have heard of them by now, and such a threat to the kingdom wouldn’t be tolerated. These scribbles are just the over-active imaginations of bored young scribes, they don’t mean anything. The very idea that there was some form of 'secret war' that no-one even recalls is utter nonsense! Now, dismiss this spurious claim, and get back to work!”
- Senior Historian Elil-Garith These beasts are wildly dangerous, subversive, and a threat to all civilized societies- and are known only to a very few scholars, having erased most traces of their existence from records. Even Angels and Devils will speak only rarely if these vicious predators. The only records that can be found are margin-art from hundreds of years ago, which seem to be humorous musings on a fantastical war between knights and snails. Mnemosyne snails are about 4 feet high, and their thick shells have bright, swirling patterns. They do not often leave a ‘slime trail’ except when they wish to exude the stuff. Each mnemosyne snail is a powerful sorcerer, with the ability to secrete memory-altering slime. It is this ability which makes them so dangerous, as they seek to erase all traces of their existence, preferring to live in secrecy and silence. Their spellcasting is made up of weaving their eye-stalks in complex patterns and emitting light from unseen organs beneath their translucent skin. Mnemosyne snails are critically vulnerable to salt of any kind, and the superstitious tradition of tossing salt over one’s shoulder stems from these creatures. Mnemosyne snails exist in the cracks between the world, as refugees from another reality. As such, they have a ‘survivor mentality’, justifying any action which defends or advances their race, no matter how vile. Much like The Silence, from Doctor Who, these are a threat which can undermine much of the campaign world, and which have been secretly steering events since centuries ago. MNEMOSYNE SNAIL Medium aberration, Neutral Evil Armour Class 15 (natural armour) Hit Points 27 (6d8) Speed 15ft. Str 10 (+0); Dex 8 (-1); Con 15 (+2); Int 17 (+3); Wis 15 (+2); Cha 18 (+4) Proficiency bonus +3 (doubled for History checks) Skills Arcana +6, History +9, Intuition +5, Perception +5 Senses passive Perception 15 Languages Telepathy (60ft. range) Challenge 5 (1,800 XP) Alien Mind. A creature that attempts to read the thoughts of a mnemosyne snail takes 14 (4d6) damage from the alien nature of their thought patterns. Innate Spellcasting. The mnemosyne snail is a 6th-level spellcaster. The mnemosyne snail's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The mnemosyne snail can innately cast any spells from the sorcerer spell list with the following spell slots (common spells suggested below), without requiring any material components: Cantrips (at will): Acid splash, friends, mage hand, poison spray. 1st level (4 slots): Charm person, ray of sickness, sleep. 2nd level (3 slots): Hold person, suggestion. 3rd level (3 slots): Hypnotic pattern, slow. Memory Slime. Any creature touched by a mnemosyne snail must make a Wisdom saving throw (DC 15) or be affected by a Modify memory effect as if cast at 5th level. A mnemosyne snail that remains in contact with a creature for 10 minutes can affect the target as if the Modify memory effect was cast at 9th level. Salt Vulnerability. Mnemosyne snails are damaged by contact with salt. Merely touching a pinch causes 1d6 points of acid damage, and causes the snail to immediately lose concentration. ACTIONS Engulf. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) acid damage and the target is affected by the mnemosyne snail's memory slime. Adapted from the earlier version of the Mnemosyne Snail, published on 30 March 2018. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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