Scent: Crab-Walruses have advantage on all wisdom checks related to their sense of smell.
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage.
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Perciopods (Walking Legs): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Trampling Charge: If the Crab-Walrus moves at least 20 ft. straight toward a creature and then hits it with a Perciopod attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Crab-Walrus can make another Attack with its perciopods against it as a Bonus Action.
Seafood Feast. If the creature is not hostile or currently engaged in combat, and smells the presence of fresh fish or clams, it will prioritise consuming said objects until satiated.
Description
Crab-Walruses are a creature native to some shorelines in colder climates. Standing at an average of 5 feet, and measuring 10 feet from nose to tail, the Crab-Walrus can be an impressive sight as it scours the beach for for its preferred food: Giant Clams. It uses its tusk to root around in the sand for buried individuals, then prying them open with their tusks. If Giant Clams are lacking, they will supplement their diet with fish.
The Crab-Walrus can be found both on land and sea, in small family units. They rarely venture more than 100 feet from the waterfront, and seldom go deeper than 300 feet in depth. They can weigh up to 5,000 pounds, and gallop up to 50 feet per round.
Their tusks are valued at around 50 gold each. Some people find the legs of a Crab-Walrus to be a delicacy; a full set, if fresh, can sell for 300 gold.
Lair and Lair Actions
Crab-Walruses stake out a territory for their family unit, and sleep on open the sea floor, with one member of the unit keeping watch for predators.
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