Shapechanger. The werecrab can use its action to polymorph into a crab-humanoid hybrid or into a giant crab, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Amphibious. The werecrab can breathe air and water.
Multiattack (Humanoid or Hybrid Form Only). The werecrab makes two attacks, only one of which can be a bite.
Claw (Giant Crab or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The werecrab has one claw in hybrid form, and two in giant crab form, each of which can grapple only one target.
Bite (Giant Crab or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Description
Werecrabs are frequently found among sailors and fishermen. They often lead a perfectly normal life, except for on full moons transforming into giant crabs, finding the nearest body of water and glutting themselves on anything swimming below the surface. They have an extreme like for fish and other seafood (except crustaceans).
In humanoid form they are generally on the shorter side for their races, with thick hair that hides shell like ridges under their skin. Their finger- and toe-nails are much closer to shell than keratin, and they have eyes similar to a crabs, and gills on the backs of their necks.
When a werecrab transforms into it's hybrid form, one of their arms turns into a giant claw, and the grow shell all over their back, arms chest and other exposed areas of their skin. Their face becomes flatter and gains eyes till they have ten.
When transformed, they will indiscriminately attack anything they think will get in the way of them and fish, and they have often destroyed fishing vessels and nets to stop others getting to their feeding grounds.
Player characters with Werecrab Lycanthropy
A player who becomes a werecrab retains their game statistics in humanoid form, except their strength score becomes 15 if not already higher, and they gain a Natural Armor of 15 due to carapace under their skin (this does not stack with other AC calculations).
When in a non-humanoid form, they gain a +1 bonus to AC form their natural armor, the movements speeds of the form, the amphibious ability and the damage immunities of the hybrid of giant crab forms. They gain, and are proficient with, the natural attacks of the form using their strength score when rolling to hit or damage. They cannot speak when in giant crab form.
If they hit a humanoid with an attack that can pass on the lycanthropy, the DC of the constitution saving throw to resist the curse is 8 + their proficiency bonus + their constitution modifier.
Comments