Deformed Hands. The cacranix is unable to perform tasks requiring hands (i.e. opening doors).
Imperfect Carapace. Due to imperfections in the carapace, rolling a natural 19 (if the shield reaction is not used) also counts as a critical hit against the cacranix.
Compartmentalized Health:
Left Arm HP: 35
Left Arm AC: 24
Effects of Left Arm Loss: When the left arm HP reaches 0, it is considered destroyed. If destroyed, the cacranix cannot make large claw or slam attacks. It also has a -2 AC modifier applied to it.
Eye HP: 5
Eye AC: 26
Effects of Eye Loss: When the eye HP reaches 0, it is considered destroyed. If destroyed, the cacranix is considered blind until a Heal spell is applied.
Legs HP: N/A
Legs AC: 22
When an aimed shot at the legs occurs, the cacranix must make a strength or dexterity saving throw to remain upright. The DC is equal to the damage rolled or 10, whichever is higher. Only 1/2 of the damage rolled is actually dealt to the cacranix, as the legs are not essential to the life of the creature.
Compartmentalized Health rules: Some body parts of certain creatures have individual health and AC stats. If a player wishes to attack one of these body parts, use the compartmentalized health and AC stats listed for it, and deal damage accordingly. Damage dealt to a compartmentalized body part also applies to the creature's standard HP (i.e. if you deal 10 damage to the tail of a dragon, you also deal 10 damage to the dragon as a whole).
Slam. The cacranix slams a creature with its large claw, doing 15 (3d6 +5) damage. The creature must make a DC 16 strength saving throw. If it succeeds, then the slam fails dealing only half damage, and the cacranix's turn ends. If it fails, then the creature is knocked prone, and the cacranix can then make an attack with its foot spike.
Large Claw (Bludgeoning). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Large Claw (Slashing). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target is restrained and takes 9 (1d8 +5) bludgeoning damage per turn restrained. The restrain is broken on a DC 16 strength (athletics) or dexterity (acrobatics) check. Each time the cacranix takes damage, it must make a constitution save with a DC equal to half the damage taken or 10, whichever is higher. On a fail, it drops the restrained target, who lands prone.
Hand Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 9 (1d8 + 5) piercing damage.
Foot Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 9 (1d8 + 5) piercing damage. Target is restrained until the foot is moved, or until the target succeeds on a DC 16 strength (athletics) check. If the target succeeds on the strength check, it is no longer restrained, but it takes 1d8 piercing damage as small barbs on the spike tear at the flesh as its removed.
Devour. Melee Weapon Attack: +8 to hit, reach 5 ft., one medium, small, or tiny target. Hit: 21(3d10 + 5) piercing damage. The target is restrained until it succeeds on a DC 16 strength (athletics) or dexterity (acrobatics) check throw. This attack can only be used if the cacranix has less than 30 hitpoints (see Devour reaction).
Shield. Using its large claw, the cacranix shields itself, adding +2 to AC.
Devour. Upon dropping to 30 or fewer hitpoints, the cacranix uses either its reaction or its next action attempt to devour the nearest creature using the Devour attack. It gains +5 walking speed and advantage on strength checks and saving throws until it successfully devours a creature. When it succeeds, the cacranix gains 1/2 the creature's remaining hitpoints. The cacranix's speed returns to normal, and this reaction cannot be used again for 1d12 days.
Description
A cacranix (nicknamed "Fluffy" by some sadistic scientist who thought he had a good sense of humor) is a part human, part crab hybrid created during the Great Crusades by the dark demigod Silenus, a disciple of the sea goddess Umberlee. It was designed as a meat shield, intended to take the brunt of any assault to protect its more vulnerable allies, while lacking the necessary intelligence to command fellow creatures. Following the Great Crusades, given the fact that neither side really cleaned up the mess of monstrosities and aberrations they brought to or created in the material plane, cacranix began integrating into the world, finding homes in dark and/or wet places like caverns, swamps, and the bottom of the sea.
Cacranix are bipedal creatures, with one foot being that of the humanoid it was originally, and the other being a barbed spike which is often used to impale enemies and stop them from moving. Its two arms are in no way what they used to be; one ends in another barbed spike, similar to that of its leg, and the other in a massive, armored claw which it uses both as a shield and as a weapon. Its torso is covered in thick plates of a mottled green/gray armored carapace, and its head has been pushed into its clavicle, with one giant pure black eye in the center of its chest. The top of its body is covered in another piece of carapace, leaving most of its body well protected from physical attacks. Its two main pieces of carapace, covering the right and left torso, retract to reveal a maw in the center of its body, bristling with sharp, jagged teeth that it uses to devour creatures who get too close.
Cacranix are slow, stupid creatures, mean to mostly just hit things and move on. They do not think. They have no strategy. All that matters to them is eliminating the threat. If they are an enemy, use traps and diversions to confuse and ensnare them, and don't let them get too close, otherwise you are in for a world of pain. If they are an ally, speak as literally as possible as you can to them, as they do not understand sarcasm, and rarely pick up on vocal inflections.
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Posted Jul 17, 2021Hands down, this is the best monster I’ve ever seen.