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SNAP DRAGON
  Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 50 ft.
Armor Class: 18 (–1 size, +1 Agy, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2 + poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Slowing poison, spit
Special Qualities: Aquatic, darkvision 60 ft., low-light vision, scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 19, Agy 12, Sta 17, Int 2, Spt 13, Cha 10
Skills: Listen +6, Spot +6, Swim +12
Feats: Alertness, Iron Will, Lightning Reflexes
Environment: Aquatic
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: +2 (cohort)

Naga Snap Dragon Snap dragons, despite their name and appearance, are not actually any more related to dragons than the naga who train them as mounts and war beasts. Their origins are unclear, but it is widely believed by scholars that they were once moonsabers or other giant cats in the possession of Azshara’s followers – who were similarly transformed into aquatic reptilian forms at the time of the Great Sundering. (Some have been observed to display vaguely feline mannerisms, lending some credence to this theory.)

Snap dragons are reptilian quadrupeds with a vaguely leonine build, with scales, spines and draconic features reminiscent of the male naga who typically ride them. Like the naga, they can be found in a wide variety of bright and splendid colors, though deep azure blue is the most common and dominant color. (Their frills, however, tend toward brighter, warmer colors in contrast to the main body hue.) When swimming, their rear legs fold back against their sturdy tails, and their fore claws fan out to reveal webbing between the toes; they are equally adapted to movement on land or in the water.

A typical snap dragon is 12 feet long and weighs 800 pounds.

Trained snap dragons can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

COMBAT
Wild snap dragons are highly territorial, attacking on sight whether for food or to drive off interlopers. They use both claws and teeth to grab and rend their prey – though when encountered on land, they make more effective use of their ability to spit venom at a distance. Snap dragons are stubborn creatures, fighting to the death even against large or numerous foes.

“Domesticated” snap dragons, used as mounts and attack beasts by the naga, are no less dangerous; if anything, they can be even worse. Some snap dragons are especially cunning, and if someone other than a trained rider tries to use one as a mount, it may tolerate the rider for a time – only to turn and attack at an unexpected and inopportune moment.

Amphibious (Ex): Snap dragons can breathe both air and water.

Slowing Poison (Ex): Injury or contact, Fortitude DC 17, initial damage 1d6, plus victim is slowed (as per the spell) until the poison’s effect is negated. The save DC is Stamina-based. Note: Damage from multiple hits with this poison is cumulative, but the slow effect is not.

Spit (Ex): A snap dragon can spit its venom up to 30 feet as a standard action, when out of water. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Skills: A snap dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Carrying Capacity: A light load for a snap dragon is up to 348 pounds; a medium load, 349–699 pounds; and a heavy load, 700–1,050 pounds. A snap dragon can drag 5,250 pounds.


Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

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