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SnapJaw Remnant

Adversaries Designed by Shenanigans • Art by FlippityFlip

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
6
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: 3d6+10
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.

  • Natural Swimmer

    In the water the SnapJaw can travel until far range while spotlighted.

  • Broken Shell

    When the SnapJaw marks its last HP, its outer armor ruptures and falls away. Replace it with SnapJaw Remnant: Exposed Core and immediately spotlight it.

Actions

  • Searing Beam
    stress 1

    Mark a Stress to release a searing beam from the SnapJaws mouth. On a success, it deals 3d8+10 tech damage against a target in Very Far range. The target is Vulnerable until they roll with hope.

  • Devastating Bite
    fear 1

    Make an attack roll against a target within Close range. On a success, spend a fear to force the target to suceed on a Strength Reaction Roll (18) or become Restrained or succeed on an Agility Reaction Roll (18) or become Thrown up to close range. If Restrained they remain so until they can break free with a successful Strength Roll (18) or the SnapJaw takes Major or greater damage.

  • Cloaked
    stress 1

    Mark a stress to give the SnapJaw the Hidden condition. All PCs within Close Range and looking into the direction of the SnapJaw can make an Instinct Reaction Roll (18) to try and locate it. On a failure, the SnapJaw has the hidden condition until the end of its next attack. Attacks made against the SnapJaw are at disadvantage. The next attack made by the SnapJaw while Hidden has advantage.

Reactions

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: 6

ATK: +5 | Toothy Maw: Melee | 3d6+10 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: Mark a Stress to release a searing beam from the SnapJaws mouth. On a success, it deals 3d8+10 tech damage against a target in Very Far range. The target is Vulnerable until they roll with hope.
Devastating Bite - Action: Make an attack roll against a target within Close range. On a success, spend a fear to force the target to suceed on a Strength Reaction Roll (18) or become Restrained or succeed on an Agility Reaction Roll (18) or become Thrown up to close range. If Restrained they remain so until they can break free with a successful Strength Roll (18) or the SnapJaw takes Major or greater damage.
Cloaked - Action: Mark a stress to give the SnapJaw the Hidden condition. All PCs within Close Range and looking into the direction of the SnapJaw can make an Instinct Reaction Roll (18) to try and locate it. On a failure, the SnapJaw has the hidden condition until the end of its next attack. Attacks made against the SnapJaw are at disadvantage. The next attack made by the SnapJaw while Hidden has advantage.
Natural Swimmer - Passive: In the water the SnapJaw can travel until far range while spotlighted.
Broken Shell - Passive: When the SnapJaw marks its last HP, its outer armor ruptures and falls away. Replace it with SnapJaw Remnant: Exposed Core and immediately spotlight it.

Discussion

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