Amphibious. The crabcoon can breathe air and water.
Trash Cunning. Whenever the crabcoon makes an Intelligence (Investigation) check related to the contents of an unsorted pile of objects, it is considered proficient in the Investigation skill and you add its proficiency bonus (+2) to the check.
Keen Smell. The crabcoon has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The crabcoon has advantage on an attack roll against a creature if at least one of the crabcoon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Strafe. Creature can strafe to the left or to the right up to 10 ft as a bonus action
Flee. Immediately runs away from a threat. Triggered when an enemy enters a 25 ft radius of it or a loud sound emits within 120 ft. Will retreat to a safe or trusted location.
Description
The crabcoon is a tiny beast that roams in forested regions close to a body of water. Their shell is tough and furred, similar to felt. Their namesake is derived from "crab" and "raccoon" though it shares similarities with the furred friend such as, having a strikingly similar color pattern and most notably the "bandit mask". It is still a crab. Typically crabcoons travel in groups called a tsunami, and range from anywhere between 20 to 100's.
Despite being scavengers, crabcoons are considered a delicacy in some regions. Their flesh tastes like that of a crab that is slightly gamey, and pairs excellent with rice. Can easily be a substitute for any dish that requires crab.
Previous Versions
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