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Svirf Siege Slug

Huge beast, unaligned

Armor Class 8
Hit Points 142 (15d12+45)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 6 (–2) 17 (+3) 1 (–5) 10 (+0) 6 (–2)

Damage Resistances bludgeoning
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)

Special Traits

  • Bred for Convenience. While svirf siege slugs are notoriously stupid and foul-tempered, they have been bred over generations to understand and heed the commands of svirfneblin. Any attack the siege slug performs against a svirfneblin suffers from disadvantage, as something within the creature refuses to attack the beings it was bred to serve.
  • Mobile Siege Platform. Siege slugs have a stretch of skin on their back where they simply have no nerves—this section was specifically bred into the creature to allow svirfneblin not only to place whole regiments on their backs: The tissue is surprisingly sticky, allowing svirfneblin to erect siege platforms and weapons on the back of svirf siege slugs.

Actions

  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) bludgeoning damage, plus 17 (5d6) acid damage.
  • Spit Acid. Ranged Weapon Attack: +1 to hit, range 100 ft., one target. Hit: 28 (8d6) acid damage.

About

With the troubles of Svirfdozers indelibly marking the history of svirfneblin, there is a sensible aversion to the creation and use of mechanical vehicles. After the fall of the last network of Amber Roads during the Confluence, most undergnomes have taken to adapting the Underworld to their advantage and developed a pervading fondness for riding slugs. Virtually every svirfneblin enclave, regardless of its technological prowess, boasts stables and pens of mollusc mounts for traversing the endless caves of Aventyr.

Section 15: Copyright Notice

Underworld Races and Classes © 2017 AAW Games LLC; Designers: Thilo Graf and Mike Myler