Monster I’d Like to Fight: Snapfist

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Snapfists lurk in the shallows of swamps or coastal tide pools feeding off any carrion they come upon, using their claws to shovel the remains into their maws. Although difficult to tame, some adept animal handlers have been able to tame snapfists, using them as village guardians.

Harvesting Carapace. As part of a long rest, if you have proficiency with leatherworker’s tools or weaver’s tools, you can use your tools to combine a snapfist’s carapace and 200 gp in additional materials to create a suit of crab armor. This armor is equivalent to scale armor, but is not made of metal.

Harvesting Meat. As part of a long rest, if you have proficiency with cook’s utensils, you can use your utensils to combine a snapfist’s meat and 50 gp in additional materials to create 1d4 snapfist cakes that last for one week. As a bonus action, a creature can eat a snapfist cake to gain resistance to poison damage for the next minute.

Lairs. Snapfist habitats have 1d4 + 1 poisonous gas clouds that each cover a 10-foot-radius area. The area is heavily obscured. Furthermore, when a creature enters the area for the first time on a turn or starts its turn there it must make a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn.

Snapfist

Medium Monstrosity, Unaligned


Armor Class 15 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 30 ft., climb 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
16 (+3)15 (+2)16 (+3)1 (-5)9 (-1)3 (-4)

Skills Stealth +4

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 30 ft., passive Perception 9

Languages –

Challenge 3 (700 XP) 

Proficiency Bonus +2


Amphibious. The snapfist can breathe air and water.

Poison Absorption. Whenever the snapfist is subjected to poison damage, it takes no damage and recharges its Caustic Spittle. If the source of poison damage is a poison pool created by Caustic Spittle, the pool is destroyed.

Actions


Multiattack. The snapfist makes two Claw attacks or two Back Spike attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 8 (1d10 + 3) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 13). The snapfist has two claws, each of which can grapple only one target.

Back Spike. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Caustic Spittle (Recharge 5-6). The snapfist spews poison in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Furthermore, a 5-foot-radius poison pool is created at the end of the line that deals 5 (2d4) poison damage to any creature that moves into or within the area.

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