Horseshoe Crab (3.5e Monster)
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Horseshoe Crab | |
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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-kunv |
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Alignment | Always True Neutral + |
Author | Eiji-kun + |
Benefit | +4 saves vs disease, +4 Heal checks vs disease + |
Challenge Rating | 1/4 + |
Environment | Aquatic + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Prerequisite | None + |
Rating | Undiscussed + |
Size | Tiny + |
Subtype | Aquatic + |
Title | Horseshoe Crab + |
Type | Vermin + |