Horseshoe Crab (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 5-9-21
Status: Complete
Editing: Clarity edits only please
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Horseshoe Crab
Size/Type: Tiny Vermin (Aquatic)
Hit Dice: 1/4d8+2 (6 hp)
Initiative: +0
Speed: 15 ft, swim 20 ft
Armor Class: 18 (+6 natural, +2 size), touch 12, flat-footed 16
Base Attack/Grapple: +0/-10
Attack: Spines +0 melee (1d2-2, 20/x2)
Full Attack: Spines +0 melee (1d2-2, 20/x2)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: -
Special Qualities: Darkvision 60 ft, DR 1/-, Kip Up, Water Dependency
Saves: Fort +4, Ref +0, Will +0 (+4 saves vs disease)
Abilities: Str 7, Dex 11, Con 14, Int -, Wis 10, Cha 2
Skills: Swim +8
Feats: -
Environment: Aquatic
Organization: Solitary, Pair, or Cast (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always True Neutral
Advancement: 1-2 HD (Tiny), 3-4 (Small)
Level Adjustment:


An ancient creature more related to spiders and scorpions than actual crabs.

Horseshoe crabs are covered in a distinctive tank-like shell, with a long spike out the back. The spike actually is used to flip themselves upright, and any damage is caused by smaller armor spines along their shell.

Combat

Horseshoe crabs know the best offense is defense, and entirely rely on their tough shell to keep them safe. Their blood is prized as an alchemical reagent.

Kip Up (Ex): A horseshoe crab can stand from prone as a free action without provoking attacks of opportunity.

Water Dependency (Ex): Horseshoe crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a horseshoe crab runs the risk of suffocation, as if it were drowning.

Skills: Horseshoe crabs have 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. It may use its Dexterity instead of Strength on Climb and Swim checks.

Familiar

The horseshoe crab can be taken as a familiar. It grants the owner a +4 bonus on saves against disease, and Heal checks made to cure a disease. As a familiar they retain immunity to mind-effects even as they gain an intelligence score due to their alien, ancient minds.




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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Benefit+4 saves vs disease, +4 Heal checks vs disease +
Challenge Rating1/4 +
EnvironmentAquatic +
Identifier3.5e Monster +
Level Adjustment+
PrerequisiteNone +
RatingUndiscussed +
SizeTiny +
SubtypeAquatic +
TitleHorseshoe Crab +
TypeVermin +