2023-12-03

Fantasy Monster: Electrocrab

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Electrocrab

A blue and yellow crab scuttles on all eight. Its pincers have surprisingly metallic sheen.

CR 3; XP 800
N Small Vermin (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 33 (6d8+6)
Fort +6; Ref +3; Will +3
Immune mind-affecting effects; Resist electricity 5

Offense
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee 2 claws +6 (1d4+1)
Special Attacks conductive shock (2d6 electricity)

Statistics
Str 12, Dex 12, Con 12, Int –, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 15 (21 vs trip)
Skills Climb +9, Perception +5, Stealth +5, Swim +9; Racial Modifiers +4 Perception
SQ amphibious

Ecology
Environment any aquatic
Organization solitary or cast (2–12)
Treasure incidental

Special Abilities

Conductive Shock (Ex) Electrocrabs have glands in their pincers that produce electric charge and deliver it to their prey when they close the circuit. When an electrocrab hits its target with both claw attacks, the victim suffers additional 2d6 points of electricity damage. Larger electrocrabs increase this damage by 1d6 per additional CR.


Electrocrabs are a lineage of crab-like crustaceans that developed organs letting them produce electric charges, not dissimilarly to electric eels, that help them incapacitate prey and dissuade predators.


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