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
Beast, Large
- Senses
- Darkvision 60 feet. Passive Perception 14
- Speed
- 15 feet of walking and 30 feet of swimming
- Skills
- Perception +4
- Languages
- Sylvan
Defenses
Saving Throws: Constitution +7
Damage Resistance. Bludgeoning damage
Condition Immunity. Grappled, Exhaustion, Paralyzed, Petrified, and Restrained
Characteristics
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.
Attacks
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.
Epic Actions
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.
Runes
Runic Pulse: Jade Pulse (1d6 Bludgeoning, Cold)
Runes: Ravenous, 1 use.
