Homebrew Crabwalker Species Details
Hermit crabs are molluscs that scavenge shells to protect their fragile bodies. Crabwalkers are similar, however they scavenge the dead and pose as members of society. A crabwalker can often be the cause of a loved one mysteriously returning to live, or sometimes a noble living much longer than they should. Either way, these mischievous little scamps are rare, but when they show themselves they are sure cause some havoc.
Lifespan
Crabwalkers reach maturity around 3-5 years and live until around 60 years old.
Alignment
Crabwalkers are natural pranksters, they tend to be chaotic but can be raised to be any alignment.
Crabwalker Traits
As an crabwalker, you have the following racial traits.Current Body
A Crabwalker can reside in either a Medium or Small body, or no body at all. Update this feature whenever you change this.
Secretion
You emit a special chemical to keep a body from decaying. You must spend an hour with the body to apply this chemical to it and lasts for 1 week.
Crafty Scamps
You gain proficiency in Deception. If a creature has any inkling about your façade, they attempt to discern your true nature by making an Insight check with a DC equal to 8 + your proficiency bonus + your Charisma modifier.
Unsettling Appearance
If you are the target of a melee attack, you can use your reaction to reveal your true form before they make the attack roll and jump scare the attacker. The creature must make a Wisdom saving throw with a DC equal to 8 + proficiency modifier + your charisma modifier or be Frightened by you until the end of it's next turn. A creature already aware of your true nature is not affected by this feature. You can use this feature a number of times equal to your proficiency bonus.
Languages
You can speak, read, and write Common and one other language of your choice.
Emergency Exit
As a bonus action, you can eject yourself from the body you currently reside in. Any movement you make after using this does not provoke attack of opportunity.
Ability Score Increase
Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Feeble Form
While you are not residing in a body, you are considered Small, have a Walking, Swimming and Climbing speed of 30 and your Strength, Dexterity, Constitution and Charisma stats are reduced by 3 (to a minimum of 1). You cannot cast spells with a somatic component while like this, and if are outside of a body for more than 48 hours you take 1 point of exhaustion.
Flitting
You can attach to the nervous system a corpse. Over the course of a Long Rest you can integrate yourself into a humanoid corpse. You can control all of that corpse's bodily functions as if it were your own. Any body you attach to will decay at a regular rate and your size updates to the size of the new corpse.
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