Amphibious. The carcinizator can breathe air and water.
Trample. The carcinizator can move through the space of any medium creature that is prone, or any small or tiny creature. When it moves through the space of a creature, that creature must make a DC 13 Dexterity saving throw or receive 6 (1d12) piercing damage + 6 (1d12) bludgeoning damage.
Curse of Carcinization. If the carcinizator deals piercing damage to a creature, that creature must make a DC 14 Constitution saving throw or be afflicted by the Curse of Carcinization for 30 days or until the carcinizator responsible for the curse dies (whichever comes first). The curse can also be lifted by magic that removes curses, such as the Remove Curse spell. A cursed creature will turn into a CR 0 crab if ever they are submerged in water or are wet by more than 1/4 of a pint of water. Liquid mixtures containing water (e.g. blood, milk, beer) can also cause the curse to activate if the water content exceeds 1/4 of a pint. Any items being worn or carried by the cursed creature will be transformed along with the creature. Water or liquid inside the creature (e.g. liquid that is drunk) will not activate the curse. Liquids will not activate the curse if they were produced by the body of the cursed creature: For example, a cursed creature that bleeds on itself when cut will not turn into a crab, nor will a creature be turned into a crab by backsplash from a urinal. In crab form, the creature may not speak nor cast spells. While in crab form, the creature retains its current and maximum hit points, as well as its Wisdom, Intelligence and Charisma scores. The cursed creature returns to their normal form if they are dried or if the curse ends. If the cursed creature is within 5 feet of another creature that receives slashing or piercing damage (and is capable of bleeding) the cursed creature must make a DC 6 Dexterity saving throw or be splashed enough to activate the curse. If the cursed creature handles an open container of liquid that is at least partially water, they must make a DC 6 Dexterity saving throw to avoid spilling it on themselves (which would activate the curse).
Multiattack. The carcinizator has two claws, and can make one attack with each claw on its turn. If it has a target grappled using any of its claws, it can only use that claw to make a Crush attack against the grappled creature.
Pinch. Melee Weapon Attack: +6 to hit, 5 ft range, one target. Hit: 5 (1d8 +1) piercing damage + 5 (1d8 +1) bludgeoning damage. The target becomes grappled in that claw unless the carcinizator chooses otherwise.
Crush. Crushes a target that is currently grappled in that claw, dealing 5 (1d8 +1) piercing damage +5 (1d8 +1) bludgeoning damage.
Backhand. Melee Weapon Attack: +7 to hit, 5 ft range, one target, Hit: 8 (1d8 + 1d6) bludgeoning damage. The target must make a DC 15 Strength saving throw or fall prone.
Flick Sand. The carcinizator uses its claws to flick loose sand, soil, or gravel (or whatever is appropriate for the surface being fought on). Any creatures within a 15 foot cone must make a DC 10 Dexterity saving throw or be Blinded until the end of the carcinizator’s next turn. If the carcinizator is in shallow water or on the surface of water, creatures that fail their saving throw will not be blinded but instead be splashed with enough water to turn them into crabs if they are currently cursed. This attack does not work if the carcinizator is not in liquid or on a loose surface (e.g. sand).
Description
Shame really. Golden sands, bright blue water, beautiful multicoloured shells and corals creating a brilliant rainbow streak across the beach - this place would have been idyllic if not for the giant crab monsters picking over the remains of some unfortunate stray dogs. Suddenly, one of them stops. It doesn't seem to care that the other two are now helping themselves to its share. It's noticed something much tastier than dog - or rather someone. You.
Apart from the massive spikes on its armour and its disturbingly humanlike eyes, the Carcinizator looks like a giant crab. It acts like one too for the most part, not afraid to scavenge and willing to eat pretty much anything. Its favourite meals walk on land - it has no qualms about snatching domestic animals or lone humanoids minding their own business on the beach. It won't travel too far from water though, as its backup plan is to retreat into the water if seriously threatened. This works because of its main defence, the Curse of Carcinization - if it has successfully applied the curse, then whatever creature tries to follow it into the water will turn into a harmless tiny crab. Given that the effects last for up to 30 days if not removed, the threat of carcinization is an effective deterrent against any creature that knows of it.
Previous Versions
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