Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has only one claw which can grapple an enemy.
Harpoon. Crabmeat releases a harpoon with a rope attached , dealing 1d8+2 piercing damage at a range of up to 40 feet. On a successful hit, the enemy is considered grappled due to the harpoon piercing through them. As a bonus action, he can retract the rope and forcibly move the creature 20 feet towards him in a direct line. This movement does not provide Attacks of Opportunity.
Pistol. Crabmeat can fire a flintlock pistol dealing 1d12+2 piercing damage with a range of 20/60. The creature must then succeed on a DC12 STR check or be knocked prone. This pistol has the reload quality.
Blunderbuss. Crabmeat can fire a blunderbuss at a range of 10/20. This deals 2d6 piercing damage and 2d6 force damage as shrapnel. The target must succeed on a DC14 CON save or be stunned until crabmeats next turn. This ability can be recharge by rolling 1d6, and rolling a 5 or 6 at the end of Crabmeats' turn.
Hand Cannon. Crabmeat can fire a small cannon from their arm attatchment that deals 8d6 fire damage in a 30 foot sphere. This weapon deals double damage to structures. This action can reloaded using a full turn of crab meats actions as well a their reaction.
Fog Cloud. Crabmeat can cast the spell fog cloud once per day.
Change Weapon. As a bonus action, crab meat can change the attachment on his missing claw, with the assistance of another creature's reaction or bonus action.
Description
Crabmeat has hit points equal to d8 in Lena's levels. When Lena levels up, crab meat rolls 1d8 and adds that to their total hit points.
Crabmeat's armor can be increased through adding various materials to his shell, through the aid of smithing tools or a blacksmith.
Previous Versions
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7/7/2023 4:15:06 PM
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Coming Soon
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