Gale Snail

Large fey, chaotic evil

Armor Class

16 (natural armor)

Hit Points

51 (6d10 + 18)

Speed

10 ft., fly 90 ft.

Skills

Perception +4

Damage Resistances

poison

Damage Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Sylvan

Challenge

3

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Eyestalk Ray

Ranged Weapon Attack: +5 to hit, range 30/80 ft., one target. Hit: 9 (2d8) fire damage.

Eject Slime

The gale snail spits slime in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Shell Defense

The gale snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.