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SnapJaw Remnant: Exposed Core (Motherboard)

Adversaries Designed by Shenanigans

Adversary overview

A ruined SnapJaw whose outer plating has been torn away, exposing its crystal-fed core, sparking jaw mechanisms, and unstable internal systems. It is faster, more desperate, and less protected than be

Stat block

Tier
3
Type
Solo
Difficulty
17
HP
9
Stress
4
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
18
Major Damage — Mark 2 HP Major
Mark 2 HP
34
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Toothy Maw
Range: Melee
Damage: 2d20+2
Attack Mod: +6
Damage Type: Magical

Features

Passives

  • Relentless (2)

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

  • Exposed Machinery

    When the Exposed Core takes Major or Severe damage, it must mark a Stress.

  • Electrical Bite

    The Exposed Core’s standard attack deals direct damage.

  • Core Rupture

    When the Exposed Core marks its last HP, its unstable core begins to rupture. Start a Consequence Countdown (6). When the countdown triggers, the core detonates in a burst of crystal-fed energy. All PCs within Far range must make a Strength or Agility Reaction Roll. Failure: 2d20 tech damage. A PC can attempt to disable the rupture or take a trophy from the remnant before the countdown ends with an appropriate Finesse, Knowledge, or Instinct roll (17). On a success, the explosion is prevented and the core can be salvaged.

Actions

  • Unstable Beam
    stress 2

    Mark 2 stress to release a broken searing beam from its mouth. All targets within Far range, including the Exposed Core, need to do an Agility Reaction Roll (17). On a failure, targets receive 2d20+2 damage.

  • Cable-Snap Tendrils
    fear 2

    Spend two Fear to attack all targets within Close range with exposed cables and snapping mechanical tendons. Targets the Exposed Core succeeds against are Restrained and are pulled below water if water is nearby. A Restrained target can free themselves with a successful Strength roll (17).

    While a target is restrained and submerged, initiate a Drowning countdown (6) that progresses whenever the target suffers an attack, makes an action roll or does any other action that may cause it to lose air. If a target runs out of air, they are unconscious and can only make a death move at the end of the scene.

Reactions

  • Momentum

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

Motives & tactics

Lash out Protect the core Retreat into water Drag enemies down with it

Experiences

SnapJaw Remnant: Exposed Core (Motherboard)

Tier 3 solo

A ruined SnapJaw whose outer plating has been torn away, exposing its crystal-fed core, sparking jaw mechanisms, and unstable internal systems. It is faster, more desperate, and less protected than be

Motives & Tactics: Lash out, Protect the core, Retreat into water, Drag enemies down with it

Difficulty: 17 | Thresholds: 18/34 | HP: 9 | Stress: 4

ATK: +6 | Toothy Maw: Melee | 2d20+2 Magical

Experience:

HP:

STRESS:

Features

Relentless (2) - Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Exposed Machinery - Passive: When the Exposed Core takes Major or Severe damage, it must mark a Stress.
Electrical Bite - Passive: The Exposed Core’s standard attack deals direct damage.
Unstable Beam - Action: Mark 2 stress to release a broken searing beam from its mouth. All targets within Far range, including the Exposed Core, need to do an Agility Reaction Roll (17). On a failure, targets receive 2d20+2 damage.
Cable-Snap Tendrils - Action: Spend two Fear to attack all targets within Close range with exposed cables and snapping mechanical tendons. Targets the Exposed Core succeeds against are Restrained and are pulled below water if water is nearby. A Restrained target can free themselves with a successful Strength roll (17).

While a target is restrained and submerged, initiate a Drowning countdown (6) that progresses whenever the target suffers an attack, makes an action roll or does any other action that may cause it to lose air. If a target runs out of air, they are unconscious and can only make a death move at the end of the scene.

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Core Rupture - Passive: When the Exposed Core marks its last HP, its unstable core begins to rupture. Start a Consequence Countdown (6). When the countdown triggers, the core detonates in a burst of crystal-fed energy. All PCs within Far range must make a Strength or Agility Reaction Roll. Failure: 2d20 tech damage. A PC can attempt to disable the rupture or take a trophy from the remnant before the countdown ends with an appropriate Finesse, Knowledge, or Instinct roll (17). On a success, the explosion is prevented and the core can be salvaged.

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