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Carcikoma (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 3-4-21
Status: Crabs
Editing: Clarity edits only please
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Carcikoma Worker (Expert 2) Carcikoma Miner (Miner 3) Carcikoma Guard (Fighter 3)
Size/Type: Medium Construct Medium Construct Medium Construct
Hit Dice: 2d6+4 (13 hp) 3d10+9 (30 hp) 3d10+9 (30 hp)
Initiative: +1 +1 +1
Speed: 30 ft, climb 15 ft 30 ft, climb 15 ft 30 ft, climb 15 ft
Armor Class: 13 (+2 armor, +1 dex), touch 11, flat-footed 12 13 (+2 armor, +1 dex), touch 11, flat-footed 12 18 (+5 armor, +1 dex, +2 shield), touch 11, flat-footed 17
Base Attack/Grapple: +1/+5 +3/+7 +3/+7
Attack: Feral Strike Pincers +3 melee (1d8+2, 20/x3) Feral Strike Pincers +5 melee (1d8+2, 20/x3) or Small Heavy Pick +5 melee (1d4+3, 20/x4) Feral Strike Pincers +7 melee (1d8+2 plus grab, 20/x3)
Full Attack: Feral Strike Pincers +3 melee (1d8+2, 20/x3) Feral Strike Pincers +5 melee (1d8+2, 20/x3) or Small Heavy Pick +5 melee (1d4+3, 20/x4) Feral Strike Pincers +7 melee (1d8+2 plus grab, 20/x3)
Space/Reach: 5 ft/5 ft 5 ft/5 ft 5 ft/5 ft
Special Attacks: - Dig, Identify Mineral (+4) -
Special Qualities: Carcikoma Traits, Crab Form, Crab Walk, Darkvision 60 ft, Low-Light Vision, Immunities, Stability, Steady Specialization (Craft) Break Object, Carcikoma Traits, Crab Form, Crab Walk, Darkvision 60 ft, Low-Light Vision, Immunities, Stability, Steady Specialization (Profession Mining) Carcikoma Traits, Crab Form, Crab Walk, Darkvision 60 ft, Low-Light Vision, Immunities, Stability, Steady Specialization (Listen)
Saves: Fort +2, Ref +1, Will +3 Fort +3, Ref +0, Will +0 Fort +6, Ref +2, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 14, Wis 10, Cha 6 Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 6 Str 15, Dex 13, Con 16, Int 12, Wis 10, Cha 6
Skills: Appraise +7, Balance +6, Climb +4, Craft (any one) +10, Disable Device +7, Knowledge Engineering +7, Profession (any one) +5, Swim +4 Climb +4, Knowledge Dungeoneering +7, Profession Mining +9, Search +7, Swim +4 Balance +1, Bluff +0, Climb +4, Diplomacy +0, Disguise +0, Escape Artist +1, Gather Information +0, Handle Animal +0, Hide +3, Intimidate +0, Jump +4, Move Silently +1, Listen +6, Perform (any) +0, Ride +3, Sense Motive +6, Spot +6, Swim +4, Tumble +1
Feats: Skill Focus (Craft) Skill Focus (Profession Mining), Power AttackB, Muscle Memory Mithral BodyRoE, Masterwork BodyB, Weapon Focus (pincers)B, Improved Grab
Environment: Any Any Any
Organization: Solitary, Pair, or Party (3-12) Solitary, Pair, or Party (3-12) Solitary, Pair, or Party (3-12)
Challenge Rating: 1 2 3
Treasure: Half Standard Half Standard (with Shovel) Standard (Small Heavy Steel Shield)
Alignment: Often True Neutral Often True Neutral Often True Neutral
Advancement: By character class By character class By character class
Level Adjustment:


Click clack click clack, working as intended.

Carcikoma are robotic crab creatures who often form the working backbone of cybernetic societies. These are but a few of the many roles they take.

CombatEdit

Most carcikomas are not designed for battle, but guards will typically fight in numbers, grab their targets, and then take turns swarming an individual target until it is downed, one at a time.

Break Object (Ex): A carcikoma miner can make critical hits against objects and constructs.

Crab Walk (Ex): Carcikomas move in all directions very easily. They can move at full speed when traveling at diagonal angles.

Dig (Ex): The carcikoma miner can dig through the ground at a rapid rate compared to most. They can dig through 5 ft of loose soil, sand, or gravel a round with a DC 10 Profession Mining check, or 5 ft over the course of a minute through stone and other solid materials of hardness 8 or less, provided they have the appropriate tools (shovels or picks respectively). For every +10 over DC 10, they can dig through an additional +5 ft.

Identify Mineral (Ex): The carcikoma miner can make a special skill check using their class level + Int modifier to identify any material or ore, and if it is natural or has been altered.

Immunities (Ex): Carcikomas are unaffected by positive and negative energy damage, and cannot benefit from positive or negative energy healing (repairSpC spells function just fine). They are immune to energy drain, exhaustion, fatigue, chemical paralysis, poison, sleep effects, and stunning.

Stability (Ex): Carcikomas gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Steady Specialization (Ex): Carcikomas are trained in one skill listed above. You can always take 10 on this skill even when stressed, and it becomes a class skill.


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