SnapJaw Remnant
Adversary overview
A rhino-sized remnant that scouts the caverns of Switch Withawick to find hapless prey to consume as bio fuel.
Stat block
Standard attack
Features
Passives
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Relentless (X)
This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
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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.
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No Hope
When a PC rolls with Fear while within Very Close range of the SnapJaw, they lose a Hope.
Actions
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Searing Beamstress 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.
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Whipping Tailfear 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.
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Cloakedfear 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
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
Motives & tactics
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.
SnapJaw Remnant
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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SnapJaw Remnant Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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