Tuesday, January 30, 2018
Brief: Crabmen are an aquatic humanoid race known to dwell on the coves, underwater caves, and coral reefs of the world. They are generally solitary creatures, only seeking out mates during a period of mating season around coral reefs, something that at times puts them in conflict with merfolk. Crabmen have been known to collect sunken treasure, especially pearls which catch their eye and return them to a lair to bury them. Their interaction with surface dwellers depend on whether they are alone or have been pressed into service by a powerful humanoid. Alone, they will defend their caves to the death. Under the command of a humanoid they will become more aggressive if their orders include attacking strangers or guarding their charge.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Climbing d8, Fighting d8, Intimidation d6, Notice d6, Stealth d6, Swimming d10
Traits: Pace: 5 / 7 (Swimming); Parry: 6; Toughness: 12 (4 - Carapace); Size: +1
Specials: Extra Appendage (May make two actions without incurring multi-action penalty), Aquatic (Can breath underwater, pace increases to 7 when swimming).
Pincer: Str+d6, S: Frenzy (May make two pincer attacks at -2 each), Grapple (In lieu of attacking a Crabman may attempt to grapple with one or both pincers. Escaping a double pincer invokes a -4 upon the victim. A claw attack against a grappled target gains a +2 or +4 attack depending on if the victim is grappled or double grappled respectively).
Claw: Str+d4; S: Frenzy (May make two claw attacks at -2 each)
Created via Monster Generator in the Microlite 5e Monster Generator
HP: (5x3)d8 = 15d8; HP: 69
Save DC: 14
Attack Bonus: +5
Attack: Pincer (1d6+5) and Claw (1d4+3)
Proficiency Bonus: +2
Special: May make a Pincer and Claw attack without penalty. On a Natural 20 Pincer attack the target is also grappled, giving the the Crabman the Advantage on 2 claw attacks until the target breaks grapple.