| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 9 | −1 | −1 |
| CON | 12 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +3 |
| CHA | 6 | −2 | −2 |
Amphibious. The clauncher can breathe air and water.
Water Propulsion. When the clauncher takes the Dash action while it is swimming, its movement doesn't provoke Attacks of Opportunity, but it can only move backwards in a straight line.
Claw. Melee Weapon Attack : +3 to hit, reach 5 ft., 1 target. Hit : 3 (1d4 + 1) Slashing damage.
Water Pulse. Ranged Spell Attack : +3 to hit, range 90 ft., 1 target. Hit : 6 (1d10 + 1) Piercing damage and 5 (1d10) Cold damage.
Description
Claunchers are large crustaceans that take the form of a bulky light blue shrimp with yellow antennae, their most distinctive feature being an oversized claw they use as both a close-quarters weapon, a method of travel, and a ranged weapon.
They achieve the latter by firing water from this claw, using controlled expulsions of internal gas to create high-pressure watery bullets, shooting down coastal birds out of the sky, which are their primary food source. Such an oversized claw gives them poor balance however, making them unable to swim straight by normal means, instead using that same claw mechanism as an underwater jetpack.
CR 1/2 : DCR 1/8 - OCR 1
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