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[edit]

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[edit]

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 (5379 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 +