Snapper (5e Creature)

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Medium beast, unaligned

Armor Class 18 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 20 ft., swim 25 ft.

13 (+1) 7 (-2) 14 (+2) 2 (-4) 9 (-1) 7 (-2)

Proficiency Bonus +2
Senses darkvision 30 ft., passive Perception 9
Challenge 1/2 (100 XP)

Hold Breath. The snapper can hold its breath for 30 minutes.

Spinning Charge. If the snapper uses its action to Dash and moves at least 10 feet in a straight line towards a creature, it can use its slam attack against that creature as a bonus action. If the target is hit, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., any creatures grappling the snapper plus one other target. Hit: 6 (1d10 + 1) bludgeoning damage.


A snapper appears as a monstrous tortoise with a pointed beak like that of a snapping turtle, hence its name. Its gigantic, bulbous shell is nearly as tall and wide as an adult man, and is almost impossible to penetrate with most weaponry.

Spinning Slams. Snappers possess an uncanny, infamous capability. One can slide and spin forward along smooth ground, reminiscent of a top, to move faster than it would otherwise be able. In doing so it can slam its thick shell into any threat in its path. This is the beast's preferred method of attack, though its bites can be just as fearsome.

Abnormal Mounts. Snappers dwell primarily in swamps or other marshlands. Denizens of these locales, most commonly gekkos and occasionally mad scrubs, will ride snappers in a manner similar to war steeds. Although snappers lack speed, they can more easily traverse wetlands when compared to conventional mounts like horses or mules.

A gekko atop a spinning snapper.
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