Amphibious. The crab can breathe air and water.
Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Axe Whirlwind. Melee Weapon Attack: The crab can use its action to begin rotating rapidly. From then on, until it stops spinning, its speed is reduced to 0, and it can no longer make reactions. On its next turn it reaches maximum velocity, at that point any creatures within its reach of 5 ft. can make a dexterity saving throw (DC 12) to avoid the worst of the axe damage coming 13 (2d12), taking half damage on a successful save. The crab can continue this rotation at the end of its turn, but once the crab decides to end the spin it must do so at the beginning of its turn and spend its action to slowly come to a halt.
Description
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Metal.
Your kind cling to your flesh, as if it will not decay and fail you. One day the crude biomass that you call a temple will wither, and you will beg my kind to save you. But I am already saved, for my iron does not rust.
What happens when a Sword Wielding Giant Crab loses one of its arms due to an axe wielding adventurer, leaving all of its study into the blade, a waste? Once it survives the encounter, it comes to the conclusion that its mortal form is holding it back from perfection, limiting its potential. A little bit of self mutilation later leads to the rebirth of the crab, in the form of a Catastrophe Crab.
Seeing the effectiveness of this crab's new form, other crabs have followed in their path, adapting a more permanent form of blade. It should be said that the procedure of mounting axes into a crabs claws is not the least horrendous procedure, the mental scars leaving the crab less reluctant in harming its fellow crab.
Comments