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SnapJaw Remnant

Adversaries Designed by Shenanigans

Adversary overview

A rhino-sized remnant that scouts the caverns of Switch Withawick to find hapless prey to consume as bio fuel.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
10
Stress
5
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
20
Major Damage — Mark 2 HP Major
Mark 2 HP
40
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Toothy Maw
Range: Melee
Damage: 4d10
Attack Mod: +5
Damage Type: Physical

Features

Passives

  • Relentless (X)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Rending Bite

    When the SnapJaw makes a successful attack with its toothy maw, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

  • No Hope

    When a PC rolls with Fear while within Very Close range of the SnapJaw, they lose a Hope.

Actions

  • Searing Beam
    stress 1

    Make an attack against a target within Very Far range. On a success, mark a Stress to release a searing beam from the SnapJaws mouth dealing 4d6+4 tech damage. The target is Vulnerable until they roll with hope.

  • Whipping Tail
    fear 1

    Spend a Fear to have the SnapJaw unleash a tail whip against all targets in close range. All targets must make an Agility Reaction Roll. Targets who fail take 3d8 direct physical damage. Targets who succeed must mark 2 Stress or take half damage.

  • Cloaked
    fear 1

    After a successful attack, spend a fear to give the SnapJaw the hidden condition. Attacks made against the SnapJaw are at disadvantage until it is located. Attacks made by the SnapJaw while Hidden have advantage.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

Motives & tactics

Find and isolate prey Target the weak

Experiences

  • Lurk in the Dark +3

SnapJaw Remnant

Tier 3 solo

A rhino-sized remnant that scouts the caverns of Switch Withawick to find hapless prey to consume as bio fuel.

Motives & Tactics: Find and isolate prey, Target the weak

Difficulty: 18 | Thresholds: 20 / 40 | HP: 10 | Stress: 5

ATK: +5 | Toothy Maw: Melee | 4d10 Physical

Experience: Lurk in the Dark +3

HP:

Stress:

Features

Relentless (X) – Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Rending Bite – Passive: When the SnapJaw makes a successful attack with its toothy maw, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

No Hope – Passive: When a PC rolls with Fear while within Very Close range of the SnapJaw, they lose a Hope.

Searing Beam – Action: Make an attack against a target within Very Far range. On a success, mark a Stress to release a searing beam from the SnapJaws mouth dealing 4d6+4 tech damage. The target is Vulnerable until they roll with hope.

Whipping Tail – Action: Spend a Fear to have the SnapJaw unleash a tail whip against all targets in close range. All targets must make an Agility Reaction Roll. Targets who fail take 3d8 direct physical damage. Targets who succeed must mark 2 Stress or take half damage.

Cloaked – Action: After a successful attack, spend a fear to give the SnapJaw the hidden condition. Attacks made against the SnapJaw are at disadvantage until it is located. Attacks made by the SnapJaw while Hidden have advantage.

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Discussion

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