Lore: The Hermit Caravan Crab
Origins:
When the Great Flood drowned the coastal kingdoms, arcane energies seeped into the tide pools, mutating ordinary crustaceans into colossal scavengers. These creatures learned to survive by adopting relics of civilization as shells—wagons, taverns, even shrines—creating a bizarre symbiosis between nature and ruin.
Behavior:
Hermit Caravan Crabs are nomadic and territorial. They roam tidal flats and drowned roads, scavenging wood and metal to reinforce their shells. Some develop a strange affinity for the remnants they carry—glowing hearths, broken icons, or even lingering spirits—making them semi-sacred to coastal folk. Fisher clans sometimes follow these crabs, believing them to be omens of fortune or disaster.
Role in the World:
Pilgrim’s Refuge: Traveling priests claim these crabs are living sanctuaries, offering blessings to those who dare approach.
Siege Engines: Warlords harness them as mobile battering rams, strapping ballistae to their shells.
Necromantic Drays: In darker tales, liches lash bone-wagons to their backs, turning them into grim processional beasts.
Adventure Hooks:
A crab carrying a glowing tavern-shell wanders into a village during a festival—inside, voices whisper from the hearth.
A warlord’s army marches with a crab-mounted siege engine; the PCs must sabotage it before the assault.
A hermit crab bearing a shrine is rumored to hold a relic that can calm the sea—if the PCs can survive the pilgrimage.
Stat Block: Hermit Caravan Crab
Huge Monstrosity, Unaligned
Armor Class: 17 (salvage shell)
Hit Points: 147 (14d12 + 56)
Speed: 40 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
20 (+5) | 12 (+1) | 18 (+4) | 2 (−4) | 12 (+1) | 5 (−3) |
Saving Throws: Str +8, Con +7
Skills: Athletics +8, Stealth +3
Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 11
Languages: —
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Traits
Amphibious. The crab can breathe air and water.
Siege Monster. Deals double damage to objects and structures.
Salvage Shell. While wearing a Large object as a shell, AC is 17 and gains half cover from one direction. Shell has AC 15 and 60 HP; destroying it reduces crab’s AC to 15.
Retreat into Shell (Bonus Action). Gains +2 AC until start of next turn, speed becomes 0, cannot attack.
Actions
Multiattack. Two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage and grapple (escape DC 16).
Shell Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage; target must succeed on DC 16 Strength save or be knocked prone.
Hurl Debris. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage; double damage to structures.
Reactions
Shell Interpose. When a creature within 5 ft. would be hit by a ranged attack, impose disadvantage on that attack.
Variants
Temple Hermit (CR 8): Aura grants allies within shell temporary HP (1d6 per short rest).
War-Crab (CR 7): Mounted ballistae (extra ranged attack, 2d10 piercing).
Necro-Dray (CR 8): Resistance to necrotic; Hurl Debris adds 1d6 necrotic and frightened save DC 15.
Tags
Modellquelle
