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<blockquote data-quote="the Jester" data-source="post: 6072924" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">CRAB </span> </strong></p><p><strong>Source:</strong> 1e Monster Manual (giant crab); 3e Eberron Campaign Setting (carcass crab); 3.5e Monster Manual III (siege crab).</p><p> </p><p>Crabs come in all shapes and sizes. Most are small enough that they present no danger to man, but there are exceptional specimens, and given the sheer number of crabs that crawl in the oceans of Cydra, some of these exceptions are exceptional indeed.</p><p> </p><p><strong>Delicious and Useful: </strong>Many types of crabs, properly cooked, are a delicious part of the diet of folk that live near the sea. The shells of giant crabs can be used in building, decoration or (properly treated) in the construction of armor. Many seaside villages rejoice when a giant crab is spotted nearby despite the danger it presents to the community, for it is also an opportunity.</p><p></p><p><strong><span style="font-size: 15px">Giant Crab --- Level 4 Soldier</span></strong> </p><p>Small natural beast (aquatic) --- XP 175 </p><p>HP 59; Bloodied 29 Initiative +6</p><p>AC 20; Fortitude 18; Reflex 16; Will 16 Perception +4</p><p>Speed 5</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic</strong></p><p> The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>Stability</strong></p><p> Whenever an effect would knock the giant crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Claw * At Will</strong></p><p> Requirement: The giant crab may not have more than one creature grabbed.</p><p> Attack: Melee 1 (one creature); +9 vs. AC.</p><p> Hit: 2d8+3 damage and the target is grabbed (escape DC 14).</p><p></p><p><strong>(melee) Squeeze * At Will</strong></p><p> Attack: Melee 1 (each creature grabbed by the giant crab); +5 vs. Fortitude. </p><p> Hit: 1d8+5 damage.</p><p> Effect: The grab ends.</p><p>---</p><p>Str 16 Dex 14 Wis 14</p><p>Con 19 Int 1 Cha 5 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Crab Swarm --- Level 7 Skirmisher</span></strong> </p><p>Medium natural beast (aquatic, swarm) --- XP 300 </p><p>HP 80; Bloodied 40 Initiative +10</p><p>AC 21; Fortitude 19; Reflex 21; Will 18 Perception +6</p><p>Speed 6</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks</p><p><strong></strong></p><p><strong>TRAITS </strong></p><p><strong>Crab Swarm * Aura 1</strong></p><p> Any creature that ends its turn in the aura takes 5 damage. </p><p></p><p><strong>Aquatic</strong></p><p> The crab swarm can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>Swarm</strong></p><p> The crab swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The crab swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Clinging Crabs * At Will</strong></p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 1d8+5 damage and ongoing 5 damage (save ends).</p><p> Effect: The crab swarm shifts 1 square.</p><p>---</p><p>Str 7 Dex 20 Wis 15</p><p>Con 16 Int 1 Cha 6</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Monstrous Crab --- Level 9 Skirmisher </span></strong> </p><p>Medium natural beast (aquatic) --- XP 400 </p><p>HP 98; Bloodied 49 Initiative +9</p><p>AC 23; Fortitude 24; Reflex 20; Will 21 Perception +7</p><p>Speed 5</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic</strong></p><p> The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>Stability</strong></p><p> Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Claw * At Will</strong></p><p> Requirement: The monstrous crab may not have a creature grabbed.</p><p> Attack: Melee 1 (one creature); +14 vs. AC.</p><p> Hit: 3d8+4 damage, plus the target is grabbed (escape DC 17).</p><p></p><p><strong>(melee) Crush * At Will</strong></p><p> Attack: Melee 1 (one creature grabbed by the monstrous crab); +12 vs. Fortitude.</p><p> Hit: 2d12+8 damage. On a critical hit, the target is also stunned (save ends).</p><p> Miss: Half damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Scuttle * Recharge 5 6</strong></p><p> Effect: The monstrous crab shifts 2 squares. If it has a creature grabbed, it pulls that creature up to 2 squares to a space adjacent to the monstrous crab.</p><p>---</p><p>Str 20 Dex 16 Wis 16</p><p>Con 18 Int 1 Cha 5</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Carcass Crab --- Level 15 Lurker </span></strong> </p><p>Large natural beast (aquatic) --- XP 1,200 </p><p> A carcass crab is an immense crab that prefers to scavenge from battlefields, using the corpses spread all around it as camouflage as it feasts. A carcass crab is covered with spines that end up bristling with gore and parts of bodies, bits of banners and the like, further enhancing the monster's disguise.</p><p>HP 114; Bloodied 57 Initiative +15</p><p>AC 29; Fortitude 30; Reflex 26; Will 26 Perception +11</p><p>Speed 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Spines (poison) * Aura 1</strong></p><p> A creature in the aura that makes a melee attack against the carcass crab takes 5 damage plus ongoing 5 poison damage (save ends).</p><p></p><p><strong>Aquatic</strong></p><p> The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>Stability</strong></p><p> Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Claw * At Will</strong></p><p> Attack: Melee 2 (one creature); +20 vs. AC.</p><p> Hit: 4d8+5 damage. If the carcass crab was hidden at the start of its turn, it also grabs the target (escape DC 22). </p><p></p><p><strong>(melee) Crush * At Will</strong></p><p> Attack: Melee 2 (one grabbed creature); +18 vs. Fortitude. </p><p> Hit: 6d8+7 damage and the grab ends.</p><p> Miss: Half damage and the grab ends.</p><p></p><p><strong>Battlefield Camouflage * At Will</strong></p><p> Effect: The carcass crab moves 3 squares. If it ends this move with cover or concealment, it may make a Stealth check to hide as a free action. </p><p>---</p><p>Skills Stealth +16 (+21 on a battlefield)</p><p>Str 23 Dex 19 Wis 19</p><p>Con 18 Int 3 Cha 11</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Siege Crab --- Level 20 Soldier </span></strong> </p><p>Gargantuan natural beast (aquatic) --- XP 2,800 </p><p> Siege crabs are immense crabs used by various aquatic races as troop transports. These great crabs are so large that it actually carries other creatures within its grotesquely thick shell with it. A siege crab can contain up to 16 medium or small creatures or 4 large creatures in its shell. While in the shell, a creature can take no actions except free actions and has line of sight and line of effect only to other creatues within the shell.</p><p>HP 191; Bloodied 95 Initiative +17</p><p>AC 36; Fortitude 35; Reflex 31; Will 32 Perception +16</p><p>Speed 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic</strong></p><p> The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>Thick Shell</strong></p><p> While it is not bloodied, the siege crab gains resist 10 acid, cold, fire, lightning, poison and weapons. While it is bloodied, the siege crab gains vulnerable 10 all.</p><p></p><p><strong>Stability</strong></p><p> Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Huge Claw * At Will</strong></p><p> Attack: Melee 3 (one creature); +25 vs. AC.</p><p> Hit: 3d8+15 damage, and the siege crab gains threatening reach 3 against the target until the beginning of the siege crab's next turn. </p><p></p><p><strong>(melee) Trample * Recharge 6</strong></p><p> Effect: The siege crab moves up to 6 squares. It can pass through other creatures' spaces during this movement.</p><p> Attack: Melee 0 (each creature whose space the siege crab moves through); +21 vs. Fortitude.</p><p> Hit: 3d10+10 damage and the target is knocked prone.</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>Disgorge Troops * At Will</strong></p><p> Requirement: The siege crab must have troops within it.</p><p> Effect: Up to four creatures that are within the siege crab's shell appear in empty spaces adjacent to it. These creatures roll for initiative immediately upon exiting the crab.</p><p>---</p><p>Skills Endurance +21 </p><p>Str 26 Dex 20 Wis 23</p><p>Con 23 Int 2 Cha 7 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6072924, member: 1210"] [B][SIZE=5]CRAB [/SIZE] Source:[/B] 1e Monster Manual (giant crab); 3e Eberron Campaign Setting (carcass crab); 3.5e Monster Manual III (siege crab). Crabs come in all shapes and sizes. Most are small enough that they present no danger to man, but there are exceptional specimens, and given the sheer number of crabs that crawl in the oceans of Cydra, some of these exceptions are exceptional indeed. [B]Delicious and Useful: [/B]Many types of crabs, properly cooked, are a delicious part of the diet of folk that live near the sea. The shells of giant crabs can be used in building, decoration or (properly treated) in the construction of armor. Many seaside villages rejoice when a giant crab is spotted nearby despite the danger it presents to the community, for it is also an opportunity. [B][SIZE=4]Giant Crab --- Level 4 Soldier[/SIZE][/B] Small natural beast (aquatic) --- XP 175 HP 59; Bloodied 29 Initiative +6 AC 20; Fortitude 18; Reflex 16; Will 16 Perception +4 Speed 5 [B]TRAITS Aquatic[/B] The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]Stability[/B] Whenever an effect would knock the giant crab prone, it makes a saving throw. If it succeeds, it is not knocked prone. [B]STANDARD ACTIONS (mbasic) Claw * At Will[/B] Requirement: The giant crab may not have more than one creature grabbed. Attack: Melee 1 (one creature); +9 vs. AC. Hit: 2d8+3 damage and the target is grabbed (escape DC 14). [B](melee) Squeeze * At Will[/B] Attack: Melee 1 (each creature grabbed by the giant crab); +5 vs. Fortitude. Hit: 1d8+5 damage. Effect: The grab ends. --- Str 16 Dex 14 Wis 14 Con 19 Int 1 Cha 5 Alignment unaligned Languages - [B][SIZE=4]Crab Swarm --- Level 7 Skirmisher[/SIZE][/B] Medium natural beast (aquatic, swarm) --- XP 300 HP 80; Bloodied 40 Initiative +10 AC 21; Fortitude 19; Reflex 21; Will 18 Perception +6 Speed 6 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks [B] TRAITS Crab Swarm * Aura 1[/B] Any creature that ends its turn in the aura takes 5 damage. [B]Aquatic[/B] The crab swarm can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]Swarm[/B] The crab swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The crab swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. [B]STANDARD ACTIONS (mbasic) Clinging Crabs * At Will[/B] Attack: Melee 1 (one creature); +12 vs. AC. Hit: 1d8+5 damage and ongoing 5 damage (save ends). Effect: The crab swarm shifts 1 square. --- Str 7 Dex 20 Wis 15 Con 16 Int 1 Cha 6 Alignment unaligned Languages - [B][SIZE=4]Monstrous Crab --- Level 9 Skirmisher [/SIZE][/B] Medium natural beast (aquatic) --- XP 400 HP 98; Bloodied 49 Initiative +9 AC 23; Fortitude 24; Reflex 20; Will 21 Perception +7 Speed 5 [B]TRAITS Aquatic[/B] The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]Stability[/B] Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone. [B]STANDARD ACTIONS (mbasic) Claw * At Will[/B] Requirement: The monstrous crab may not have a creature grabbed. Attack: Melee 1 (one creature); +14 vs. AC. Hit: 3d8+4 damage, plus the target is grabbed (escape DC 17). [B](melee) Crush * At Will[/B] Attack: Melee 1 (one creature grabbed by the monstrous crab); +12 vs. Fortitude. Hit: 2d12+8 damage. On a critical hit, the target is also stunned (save ends). Miss: Half damage. [B]MOVE ACTIONS Scuttle * Recharge 5 6[/B] Effect: The monstrous crab shifts 2 squares. If it has a creature grabbed, it pulls that creature up to 2 squares to a space adjacent to the monstrous crab. --- Str 20 Dex 16 Wis 16 Con 18 Int 1 Cha 5 Alignment unaligned Languages - [B][SIZE=4]Carcass Crab --- Level 15 Lurker [/SIZE][/B] Large natural beast (aquatic) --- XP 1,200 A carcass crab is an immense crab that prefers to scavenge from battlefields, using the corpses spread all around it as camouflage as it feasts. A carcass crab is covered with spines that end up bristling with gore and parts of bodies, bits of banners and the like, further enhancing the monster's disguise. HP 114; Bloodied 57 Initiative +15 AC 29; Fortitude 30; Reflex 26; Will 26 Perception +11 Speed 6 [B]TRAITS Spines (poison) * Aura 1[/B] A creature in the aura that makes a melee attack against the carcass crab takes 5 damage plus ongoing 5 poison damage (save ends). [B]Aquatic[/B] The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]Stability[/B] Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone. [B]STANDARD ACTIONS (mbasic) Claw * At Will[/B] Attack: Melee 2 (one creature); +20 vs. AC. Hit: 4d8+5 damage. If the carcass crab was hidden at the start of its turn, it also grabs the target (escape DC 22). [B](melee) Crush * At Will[/B] Attack: Melee 2 (one grabbed creature); +18 vs. Fortitude. Hit: 6d8+7 damage and the grab ends. Miss: Half damage and the grab ends. [B]Battlefield Camouflage * At Will[/B] Effect: The carcass crab moves 3 squares. If it ends this move with cover or concealment, it may make a Stealth check to hide as a free action. --- Skills Stealth +16 (+21 on a battlefield) Str 23 Dex 19 Wis 19 Con 18 Int 3 Cha 11 Alignment unaligned Languages - [B][SIZE=4]Siege Crab --- Level 20 Soldier [/SIZE][/B] Gargantuan natural beast (aquatic) --- XP 2,800 Siege crabs are immense crabs used by various aquatic races as troop transports. These great crabs are so large that it actually carries other creatures within its grotesquely thick shell with it. A siege crab can contain up to 16 medium or small creatures or 4 large creatures in its shell. While in the shell, a creature can take no actions except free actions and has line of sight and line of effect only to other creatues within the shell. HP 191; Bloodied 95 Initiative +17 AC 36; Fortitude 35; Reflex 31; Will 32 Perception +16 Speed 6 [B]TRAITS Aquatic[/B] The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]Thick Shell[/B] While it is not bloodied, the siege crab gains resist 10 acid, cold, fire, lightning, poison and weapons. While it is bloodied, the siege crab gains vulnerable 10 all. [B]Stability[/B] Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone. [B]STANDARD ACTIONS (mbasic) Huge Claw * At Will[/B] Attack: Melee 3 (one creature); +25 vs. AC. Hit: 3d8+15 damage, and the siege crab gains threatening reach 3 against the target until the beginning of the siege crab's next turn. [B](melee) Trample * Recharge 6[/B] Effect: The siege crab moves up to 6 squares. It can pass through other creatures' spaces during this movement. Attack: Melee 0 (each creature whose space the siege crab moves through); +21 vs. Fortitude. Hit: 3d10+10 damage and the target is knocked prone. [B]MINOR ACTIONS Disgorge Troops * At Will[/B] Requirement: The siege crab must have troops within it. Effect: Up to four creatures that are within the siege crab's shell appear in empty spaces adjacent to it. These creatures roll for initiative immediately upon exiting the crab. --- Skills Endurance +21 Str 26 Dex 20 Wis 23 Con 23 Int 2 Cha 7 Alignment unaligned Languages - [/QUOTE]
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