Tuesday, March 9, 2010

Savage Menagerie: Crabhemoth


No. Enc.: 1d2(1d4)
Alignment: Neutral
Movement: 120' (40'); Swimming: 120' (40')
Armor Class: 2
Hit Dice: 9
Attacks: 3 (claw/claw/tendril)
Damage: 3d6+3/3d6+3/hold
Save: L3
Morale: 7
Hoard Class: None

A Crabhemoth (pronounced crab-HEE-muth) is a monstrously large crustacean descended from the Ancient species of horseshoe crab. A Crabhemoth is 20' to 40' long and protected by a hard outer shell. They are always found near large bodies of salt water, be it seas or oceans. It is as quick in the water as it is on the ground, able to swim at its normal land movement rate.

The Crabhemoth has a set of large claws it uses to attack and rend its prey. Each claw does 3d6+3 hit points of damage when they hit. The Crabhemoth also has a set of writhing tendrils near its mouth that it uses to draw prey in. On a successful hit, a tendril will lash around a victim, effectively holding them, although the character can still attack if one arm is free. If another tendril successfully hits, the character is completely immobilized and will start to be dragged toward the Crabhemoth's massive claws. Only other party members will be able to free the bound PC.

Although they apparently have a low HD total considering their size, it is very difficult to harm a Crabhemoth. First of all, the Crabhemoth's shells is coated with a thin layer of a dermal slime poison. If contact is made, the poison will do 6d6 hit points of damage if a save vs. poison is failed. Even if successful, the poison will do half-damage. The creature is also capable of projecting a force screen once per day. This force screen will take 5d6 hit points of damage before collapsing. Contact with the Crabhemoth is impossible until this screen is breached. Combined with an AC of 2, the Crabhemoth is a poisonous, armored, force field-protected tank.

Crabhemoths are fiercely territorial, attacking anyone who enters their area. When attacking, they will often attack who (or what) did the most damage to it, using its instinct to take care of the biggest threats first.

Mutations: gigantism, dermal poison slime, force screen

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