Crimping Crawler (3.5e Monster)
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|Size/Type:||Large Aberration (Bot)|
|Hit Dice:||9d8+36 (76 hp)|
|Speed:||50 ft, climb 25 ft|
|Armor Class:||20 (+2 dex, +9 natural, -1 size), touch 11, flat-footed 18|
|Attack:||Claw +11 melee (1d6+6, plus grab, 20/x2) or Bite +6 (2d6+3 plus poison, 20/x2)|
|Full Attack:||Two Claws +11 melee (1d6+6, plus grab, 20/x2) and Bite +6 (2d6+3 plus poison, 20/x2)|
|Space/Reach:||10 ft/5 ft|
|Special Attacks:||Improved Grab, Poison, Stickyback, Stunning Clap, Tangleweb|
|Special Qualities:||Bot Traits, Chameleon, Darkvision 60 ft, DR 8/bludgeoning, Immunities, Programming|
|Saves:||Fort +6, Ref +4, Will +10|
|Abilities:||Str 23, Dex 15, Con 18, Int -, Wis 18, Cha 2|
|Skills:||Climb +14*, Hide +10*, Move Silently +10*|
|Feats:||False SwipeB, Improved InitiativeB|
|Alignment:||Always True Neutral|
|Advancement:||10-18 HD (Large); 19-27 HD (Huge)|
Something akin to a massive coconut crab crawls down the wall. Sticky threads entangle any who draw near, surely to be spirited away to parts unknown.
This creature appears to be a massive coconut crab, clad in stony exoskeleton with a bulging thorax and snapping claws. Though it seems like a natural creature or even a vermin, it is actually an artificially created organic being designed to find and kidnap creatures away to a location for whatever dark purposes their owners would have of them. Abnormally fast and extremely determined, they are mindless relentless assaulters who ambush at the worst times.
A crimping crawler is almost the size of a horse, but manages to hide well due to its chameleon ability. It can be "programmed" via a series of pheromones to lull it into a hypnotic state and precise flashing lights to reprogram it. Crimping crawlers do not speak, and seem to be able to survive on merely scraps of both organic and inorganic materials in the environment. They weigh about 800 lbs.
Crimping crawlers are ambush predators, sneaking up for a surprise via luring a target into its tangleweb or attacking when a target is not paying attention or is busy. It will try to grab one or more creatures, then scurry away to its home before facing a heavy counterattack.
Unfortunately for many victims while the crimping crawler usually intends only to kidnap, not kill, its targets if their master is no more they will continue to perform their duties, leading to lairs piled deep with the bodies of kidnapped and starved victims.
Chameleon (Ex): The crimping crawler can alter its colors to the environment as long as it spends at least 1 minute in said environment. When adapted to the environment, the crimping crawler benefits from a +12 bonus to Hide checks. In may also Hide in Plain Sight, but only within that specific terrain.
Immunities (Ex): Crimping crawlers are immune to disease, mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless) and are not at risk of death from massive damage.
Improved Grab (Ex): To use this ability, a crimping crawler must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Programming: The crimping crawler possesses the following programs: Attack, Collect, Identify Creature, Identify Object, Reposition, Search, and Sort.
Stickyback (Ex): The crimping crawler's thorax is covered in a thick gel typically covered by a beetle-like shell. This tacky goo is a thicker contact form of its venom, and useful for its role in kidnapping. Instead of pinning a creature, the crimping crawler can choose to stick them to its back instead. The stuck creature is subject to its poison and is treated as grappled with the last opposed grapple check as the DC to escape. The crimping crawler is no longer considered grappled. It can hold up to four creatures one size smaller on its back (such as four Medium creatures), and creatures stuck must save against the poison once every hour they remain on its back.
Its lair is covered in a layer of this goo, and this is where it ultimately entombs its victims it has been commanded to kidnap.
Stunning Clap (Ex): The crimping crawler can slap its claws together on a creature that causes powerful reverberations within the body. As a standard action it makes a single claw attack, and in addition to the normal damage it must make a Fortitude save DC 18 or become stunned for 1 round, save negates. This is a sonic effect, and the save DC is Constitution-based.
Tangleweb (Ex): The crimping crawler can weave spiderwebs of sticky substance related to the goo on its thorax. It can effectively make up to 50 ft of silk rope as a full round action that is extremely sticky requiring a DC 18 Strength check to remove. It passively hangs this rope from its mandibles hoping prey stumbles into it as it can't actively fling the string at creatures. As a trap, it is a DC 18 Reflex save to avoid the string if it is not seen. Crimping crawlers take effort to obscure or hide the string when possible often by hiding it amongst similar but non-adhesive vine-like objects. Disconnected strings loose their adhesive qualities after 10 minutes, but remain as normal spider-like silk.
It can also create sheets of sticky webbing from 5 to 60 feet square over the course of 1 minute per 5 ft square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped and are rendered immobile until they succeed on the Strength check. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the 15 hit points with damage reduction 5/—.
The crimping crawler can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: As long as it is moving at half speed, the crimping crawler benefits from a +8 bonus to Move Silently checks as it is very deliberate and methodical in its sneaking. They also have a +8 bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.