Snapper Working Draft
Snapper
Medium Humanoid (Reptilian, Tortle)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 15 (+5 natural) touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d8+2) or lance +4 melee (1d8+3/×3) or heavy crossbow +3 ranged (1d10/19-20) or net +2 ranged (special)
Full Attack: Bite +4 melee (1d8+2) and 2 claws +2 melee (1d4+1); or lance +4 melee (1d8+3/×3) and bite +2 melee (1d8+1); or heavy crossbow +3 ranged (1d10/19-20); or net +2 ranged (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 10, Cha 9
Skills: Listen +3, Spot +3, Swim +10
Feats: Endurance, Multiattack (B), Weapon Focus (heavy crossbow)
Environment: Warm aquatic
Organization: Solitary or pack (2-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2
A humanoid turtle with a lumpy brown shell, webbed hands and feet, claws and a vicious, flesh-tearing beak.
A snapper is a marine relative of the tortle. They are vicious carnivores quite unlike the placid, peaceful tortles. These turtle-folk gather in small packs governed by mutual consent, although the strongest and most cunning members have the greatest say in decisions. They do not form tribes, build villages or have recognized leaders. Snappers are famously bad-tempered and attack other creatures at the least provocation. Tortles and snappers sometimes come into conflict over control of a shoreline.
Clumsy on land, a snapper is fast and agile in the water. They are migratory creatures, roaming the oceans from one hunting ground to another. A snapper may swim hundreds of leagues to reach a hunting ground or nesting site. During their mating season, snappers congregate at special beaches, where they lay their eggs in rock-walled roofless labyrinths just above the high-tide mark. The snappers defend these places fiercely, attacking all intruders.
Snappers often ride the turtle-like beast called nikt'oo, which they train for aggressiveness in combat. They also use nikt'oo as pack animals to carry their possessions while migrating.
A typical snapper stands from 6 to 7 feet tall and weighs about 500 pounds.
Snappers speak a curt dialect of the Tortle language as well as Draconic.
COMBAT
Snappers are ill-tempered and territorial, apt to viciously attack at the least provocation. They usually open combat by shooting crossbow bolts, and switch to claws and bite in close combat. Snappers often throw nets at fast-moving opponents to try to remove their speed advantage.
Hold Breath (Ex): A snapper can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical snapper, this is 150 rounds, or 15 minutes.
Snappers As Characters
Snapper characters possess the following racial traits. Snapper clerics can choose from the following domains: Strength, Water, and War.
- +4 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
- Medium size.
- A snapper's base land speed is 20 feet and it has a swim speed of 40 feet.
- Racial Hit Dice: A snapper begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
- Racial Skills: A snapper's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Listen, Spot, Survival, and Swim.
- Racial Feats: A snapper's humanoid levels give it two feats. A snapper has Multiattack as a bonus feat.
- Weapon and Armor Proficiency: A snapper is automatically proficient with lances, simple weapons and shields.
- Natural Weapons: bite (1d8) and 2 claws (1d4).
- Special Qualities (see above): Low-light vision, hold breath.
- Automatic Languages: Draconic and Tortle. Bonus Languages: Aquan and Sylvan.
- Favored Class: Barbarian.
- Level adjustment: +2