Giant Snapper

This week we have the result of an interesting thought experiment; specifically, to make a Gargantuan monster that could be set against a fairly early level party. Players that get past level 10 get to hunt massive game fairly regularly, but lower tiers of play lacked a monster for those parties that really just want to slay the biggest, tallest guy possible. At least, lacked until now!

The giant snapper has a lot of the classic tricks of a monster that big; it'll turn buildings into gravel and matchsticks with ease, and it'll gulp you right down if you aren't on your toes. While it is generally weaker to fit a lower CR (fewer hit points, not as much damage, the usual), the way we made this titanic turtle weaker in a more interesting way was to limit its movement. Unlike any other creature, this mountain-impersonator has to spend movement just to turn left, keeping it dangerous but also quite easy to out maneuver. As a result, it's a cozy CR 7, a good match for a as low as a 5th-6th level party.

This project was a little more light-hearted than our usual, not least because the Sewerman got to collaborate with a friend of theirs on this particular shelled beastie. If there are any other would-be collaborators waiting in the wings, feel free to hit us up! We can't promise anything will come of it, but we love new ideas from new people, so don't be shy! See you again soon.

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Snapper only accepts donations in its size!

Giant Snapper

Gargantuan Beast, unaligned

Armor Class 18 (natural armor)

Hit Points 132 (8d20 + 48)

Speed 40 ft., swim 40 ft., burrow 20 ft.

STR 19 (+4)

DEX 5 (-3)

CON 23 (+6)

INT 2 (-4)

WIS 13 (+1)

CHA 6 (-2)

Saving Throws Strength +7, Constitution +9

Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11

Languages

Challenge 7 (2,900 XP) Proficiency Bonus +3

Amphibious. The giant snapper can breathe air and water.

Clumsy Walker. While the giant snapper is walking on land, it must use 20 feet of movement to turn, up to a maximum of 90 degrees.

False Appearance. While the giant snapper remains motionless while submerged underwater or burrowed into the earth, it is indistinguishable from a small island or a large, mossy rock.

Siege Monster. The giant snapper deals double damage to objects and structures.

Actions

Multiattack. The giant snapper makes a Bite attack and two Stomp attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target that the giant snapper is facing. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the giant snapper can't bite another target.

Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Tail. The giant snapper swings its tail in a 15-foot cone behind it. Each creature in that area must succeed a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage.

Swallow. The giant snapper makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the giant snapper, and it takes 15 (6d4) acid damage at the start of each of the giant snapper's turns.

If the giant snapper takes 15 damage or more on a single turn from a creature inside it, the giant snapper must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the giant snapper. If the giant snapper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

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Collar of Domestication

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Disarm