Limited Amphibiousness. The astral fiddler can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Magic Resistance: The astral fiddler has advantage on saving throws against spells and other magical effects.
Multiattack. The astral fiddler attacks once with one of its three spears. It then makes one attack with its crushing claw.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 4) piercing damage and the target must make a DC16 Constitution saving throw or be paralyzed for one minute. The target can make the saving throw again at the end of each of its turns to end the effect.
Crushing Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the astral fiddler can automatically hit the target with its claw, and the astral fiddler can’t make attacks with the claw against other targets. The astral fiddler has one claw capable of attack, which can grapple only one target.
Description
The astral fiddler is an unusual race of crab-like creatures inhabiting the depths of Wildspace and the Astral Sea. They are intelligent creatures of medium size, clad in thick armor, with multiple limbs and stalk-like eyes. Males sport a powerful crushing claw on one side, while females are rarely seen out of water.
Inhabiting small planetoids and asteroids large enough to support them, the astral fiddler dwells in tribal groups of twenty or so individuals. They are generally non-hostile, though fierce warriors if provoked by those trespassing in their territory or holy spaces, engaging with a flurry of spears tipped with a powerful paralytic, before rushing in with their claws to finish off their opponents.
Previous Versions
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5/23/2025 10:22:53 PM
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