Runarcana

Part 4 · Monsters & Creatures

Thrashing Snapper

The arenas of the Noxian Challengers are violent, bloody venues for public entertainment, not only through fights between gladiators. Besides fighting one another, it’s common for Challengers to be pitted against captured war beasts.

Snappers are beasts native to Ionia, but there are records of Noxian arenas with beasts of this kind set against their Challengers. The grueling journey and the unhealthy conditions of the environment, compared to their native region, end up weakening them, though defeating them is still a considerable challenge.

Thrashing Snapper Statblock

Thrashing Snapper

CategoryElite
CR5

Beast, Large

HP132 (24d10+12)
AC17 (Natural)
DR1
Proficiency+3
Initiative-1
Attributes
STR: 15+2
DEX: 8-1
CON: 19+4
INT: 5-3
WIS: 12+1
CHA: 7-2
Additional
Senses
Darkvision 60 feet. Passive Perception 14
Speed
15 feet of walking and 30 feet of swimming
Skills
Perception +4
Languages
Sylvan
Experience
Collective900
Individual337

Saving Throws: Constitution +7

Damage Resistance. Bludgeoning damage

Condition Immunity. Grappled, Exhaustion, Paralyzed, Petrified, and Restrained

Environmental Adaptation. The Snapper has advantage on all saving throws related to environments, but not to environmental hazards. Additionally, it also has advantage on Stealth checks to hide in natural environments.

Shell. The Snapper can use its reaction to gain +5 AC until the start of its next turn.

Amphibious Breathing. The Snapper can breathe both on land and underwater.

Claws. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 18 (3d10+3) Slashing damage.

Bite. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 15 (3d8+3) Piercing damage. If the target is a Medium or smaller creature, it becomes Grappled, and can use its action to make a DC 15 Athletics check to escape. Only one creature can be Grappled at a time, and the Snapper can't use its Bite until it releases the Grappled creature.

The Snapper has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Snapper's turn, the number of charges returns to 3

The Snapper can take an action and restore its reaction (if spent)

The Snapper can spend all or the rest of its movement

The Snapper can repeat a Saving Throw against an effect affecting it

Cost. When the Snapper repeats its saving throw this way, it loses 5 hit points.

Runic Pulse: Jade Pulse (1d6 Bludgeoning, Cold)

Runes: Ravenous, 1 use.