Snapmaw
Snapmaw.png

A SNAPMAW

Snapmaw

Huge machine


Armour Class 16 (plating)
Hit Points 204 (136 - 289)
Speed 30 ft., swim 60 ft.


MIGHT FINESSE ACUMEN SPIRIT
+6 (C) +1 (D) -2 (D) -2 (D)

Skills notice +8
Damage Resistances freeze
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 18
Challenge 10 (5,900 XP)


Actions

Multiattack. The snapmaw makes two bite attacks and two tail attacks, or four freeze spit attacks.

Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) melee impact damage, and the snapmaw may choose to grappled the target (escape DC 18). Until this grapple ends, the target is restrained, and the snapmaw can't bite another target.

Tail. Melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) melee impact damage. If the target is a creature, it must succeed on a DC 18 Might saving throw or be knocked prone.

Freeze Spit. Ranged weapon attack: +8 to hit, range 100/300 ft., one target. Hit: 16 (3d6 + 6) cold damage, and the target must make a DC 18 Might saving throw, gaining the chilled condition until the end of the snapmaw's next turn on a failed save or suffering no adverse effects on a success. Each time a chilled target takes further freeze damage, it must make another DC 18 Might saving throw or become frozen until the end of its next turn, at which point it returns to being chilled for an additional turn.

Components

Blaze Canister

AC 18; durability 50; damaged by tear, fire.

Tear. When tear damage reduces the canister's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 blaze can be salvaged from the component.

Fire. When fire damage reduces the canister's durability to zero, it explodes. Every creature within 15 feet must make a DC 12 finesse saving throw or take 10 (3d6) fire damage and suffer the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning. The snapmaw automatically fails its saving throw.

Freeze Sac

AC 18; durability 50; damaged by tear, impact.

Tear, impact. When damage reduces the freeze sac's durability to zero, it explodes. The snapmaw can no longer use its freeze burst attack. Every creature within 10 feet must make a DC 15 finesse saving throw or take 21 (6d6) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. The snapmaw automatically fails its saving throw. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Snapmaw Salvage

d20 roll Number of Items
1-9 1
10-15 2
16-19 3
20 4

If a salvage item says "(max 1)", if you roll the same result again for the same machine treat the result as though it were the previous available entry in the table. If that loot item is also limited to a maximum of 1 and has already been received, keep moving up the table.

d% roll Item
1-17 1 shard
18-34 1 wire
35-51 1 sparker
52-65 1 blaze
66-79 1 chillwater
80-86 1 luminous braiding (max 1 )
87-93 1 snapmaw lens (max 1 )
94-97 1 medium machine core (max 1)
98-100 1 snapmaw heart (max 1)
Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.