Giant Snail

Text Box: The merchant weighed his options at the livery.  He could buy four horses and a wagon, and have to make three trips to convey his shipment of anvils to Forest Hall  Or he could buy one giant snail, stack most of the load atop the snail's shell, and still be able to drag a cart behind it.  Though it would take twice as long via snail, the merchant figured it'd still be faster to use the snail than making three fast trips by horse, and his buyer would have all his goods in one shipment

The legend in South Point is that these creatures were born of Shamanic sorcery.  These docile, harmless gastropods are capable of carrying tremendous weights for long periods of time, and do so without complaint.  They are stable, sturdy creatures that only need to graze a few hours each day for food.  They handle the jungles of South Point very well, but are absolutely incapable of traveling on sand because they can't get traction.  The snails are 7' tall.  Snails have poor vision; their eyes see the world in vague blobs of gray scale.

Table: Giant Snail
Sustainable speed 10//
Maximum speed 11//
Carrying capacity 1220 lb.
Hit Dice/Base AC 5d8 / AC(0)
Intelligence / Willpower 1d2/1d4
Attack Forms Bite
Damage 1d4+1
BAtCh 20
Advantages Docile, harmless, extremely strong.
Disadvantages Slow, cannot handle dry climates, poor vision. Secrets a slime trail.