Create a crab that is controlled by the summoner
This spell can be used twice if used as 1 action
This spell can summon elemental crabs:
Basic: STR DEX CON INT WIS CHA Claw - 1 Bludgeoning damage
2(-4) 11(0) 10(0) 1(-5) 8(-1) 2(-4)
Rock: STR: +3 | Claw - 2 Bludgeoning damage | Immune to magic | +4 hp | Speed: 8ft, swim 8ft | Too heavy to be thrown
Ice/snow: Weak to fire | Ice Claw - 2 Freezing damage | Emits a cold aura
Blood: Uncontrollable crab | THIRSTY FOR BLOOD | Frenzying snips - 1d4(-1)x2 damage | Blinds those around it in a rage (everybody within 20 feet have to roll WIS check, if failed blindly attack the entity closet to them)
Leaf: DEX: +4 | Allies with natural sided entities but prioritises the summoner
Acid/Corrosive: Gelatinous properties | Acidic, if touched the toucher has to make a CON check or take 1d4 damage +4 if on bare skin
Ashes: Immune to fire | Flame breath - 2d4 damage to those within 4 feet of it's mouth | Emits light, smoke and warmth
Dirt/Mud: Immune to electricity | +2 hp
Crab: Summons 4 crabs that all inherit 1 mind | when one of these crabs die the other 3 flee until otherwise instructed
Cloth: The crab has a soft insulating skin | -1 hp | Immune to bludgeoning damage | Cannot attack
Water: Liquid form
Bone: Necromantic crab | Can combine itself with other bones to increase in size and stats | Boney Snip: 1 necrotic damage
Ant: Tiny baby crabs | 200 are summoned | Each 100 share the characteristic of 1 whole crab | 50 baby crabs required to attack
Wood: Prone to fire | Good source of fuel | +2 hp | Speed: 15ft, swim 15ft
Glass: Sharp Stab - 1d6 bleeding damage over 2 turns | Transparent | Strong against stabbing but prone to bludgeoning
Giant: A crab with double the characteristics of a regular crab | Unable to be thrown
Illusionary: Roll a wisdom check if successful the crab can be disguised as a humanoid figure with any items thought by the conjourer
Alcohol: Disorients those within an aura of 15 feet giving a -2 to saving rolls
Electric: Produces a mild static shock, making those who may touch it jump (figuritively) | When killed electricity arcs out of the crab's body dealing 1d4 damage to those within 6 feet
Gunpowder: Ability to combust and produce a small explosion propelling objects around it in 8 feet away from the crab and dealing 1d6 burning damage over 2 turns
Metal: +6hp | Cannot be thrown | Speed: 3 feet | Sinks in water | has a natural armour class of 17
Enchanted: a cantrip can be embued into this crab to trigger whenever the crab is so prompted, the cantrip has to be used as normal, can only be used once
Spiced: Irritates skin when touched directly | Gives stew a desireable taste | Gives off a nice aroma, saving throws for charasma in this aura are -1
Fungal: Infects crabs in a radius of 4 feet making them fungal after 1d4 turns | -1 CHR | If hit the harraser must roll a CON check, if failed they get a fungal infection which if untreated will lead to the loss of the limb or if on torso/head will kill the infected entity after 4d6 days | On death the infection radius is set to 10 feet and the crabs must roll a CON check
Spider: Ability to climb walls on a successful DEX check, at the start of every turn re-roll the dex check and if failed the crab falls and takes 1d4-1 damage per 5 feet fallen
Drunkard: -5 to rolls | 15 natural armour class | If presented with alcohol crab, will prioritise drinking said crab, if alcohol crab is successfully drank then Drunkard crab has to roll a CON check or dies on a falied roll, if successful -2 to all rolls for 1d6 hours | When killed releases a noxious gas from the body giving all that smell it -4 to ALL rolls until they rest
DNA of a bard: +10 charisma | ability to speak common | Has a cute little hat and randomized mini instrument | Ability to distract
DNA of a wizard: +6 WIS | When summoned roll a wisdom check, if successful use Crab!! | Holds a little staff in one claw
DNA of a fighter: +4 STR | +4 hp | When attacking roll 1d4 instead of 1 damage | Ability to throw other crabs 15 feet
DNA of an archer: +4 DEX | Ability to throw surrounding materials that the crab can hold
DNA of a rogue: +5 to stealth | +2 DEX | If attacking an unsuspecting victim roll 2d4-2 for damage
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