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 (2)

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 entry has a maximum, you can only salvage it from any given machine that many times. If you've already reached the limit and roll the same result again, move up the table one step and salvage that item instead. If necessary, continue moving up the table to the next available result for which you haven't already reached capacity.

d% roll Item
1-18 3d6+20 shards
19-36 1d6+7 wires
37-54 1d6 sparkers
55-65 1d2 blaze
66-74 1d12+4 chillwater
66-74 1 luminous braiding (max 1)
75-81 1 snapmaw lens (max 2)
82-85 1 medium machine core (max 1 )
86-88 1 snapmaw heart (max 2)
89-100 1 randomly determined weave or coil (max 1).

Roll a random weave or coil from the modification table below. Rare and Very Rare modifications also have a chance of a secondary or even tertiary effect, as explained on the Weaves and Coils pages.

d% roll Modification
1-3 Common Resist Corruption Weave
4-7 Common Resist Fire Weave
8-10 Common Resist Freeze Weave
11-14 Common Resist Melee Damage Weave
15-18 Common Resist Ranged Damage Weave
19-22 Common Resist Shock Weave
23-26 Common Stealth Weave
27-29 Common Corruption Coil
30-33 Common Damage Coil
34-37 Common Fire Coil
38-40 Common Freeze Coil
41-44 Common Handling Coil
45-48 Common Melee Damage Coil
49-52 Common Shock Coil
53-55 Common Tear Coil
56-57 Rare Resist Corruption Weave
58-59 Rare Resist Fire Weave
60-61 Rare Resist Freeze Weave
62-63 Rare Resist Melee Damage Weave
64-65 Rare Resist Ranged Damage Weave
66-67 Rare Resist Shock Weave
68-69 Rare Stealth Weave
70-71 Rare Corruption Coil
72-73 Rare Damage Coil
74-75 Rare Fire Coil
76-77 Rare Freeze Coil
78-79 Rare Handling Coil
80-81 Rare Melee Damage Coil
82-83 Rare Shock Coil
84-85 Rare Tear Coil
86 Very Rare Resist Corruption Weave
87 Very Rare Resist Fire Weave
88 Very Rare Resist Freeze Weave
89 Very Rare Resist Melee Damage Weave
90 Very Rare Resist Ranged Damage Weave
91 Very Rare Resist Shock Weave
92 Very Rare Stealth Weave
93 Very Rare Corruption Coil
94 Very Rare Damage Coil
95 Very Rare Fire Coil
96 Very Rare Freeze Coil
97 Very Rare Handling Coil
98 Very Rare Melee Damage Coil
99 Very Rare Shock Coil
100 Very Rare Tear Coil
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.