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D&D 3E
Remember those dire crabs? 
13th-Sep-2005 05:47 pm
bitch
My boyfriend thought it would be great to design this idea I had earlier that I mentioned here (I didn't do it myself and wouldn't want to take the credit). Thought I'd share the results.

I really didn't get good use out of them last game due to my players piddling around and socializing instead of gaming, but I plan to utilize them in the next couple of weeks to their full potential.

Dire Crab
Magical Beast
Size: Large
Hit Dice: 15d8 + 20 (80 hp)
Initiative: +4
Speed: 30 ft.
AC: 29 (+2 Dex, -1 size, +28 natural)
Attacks: Bite + 10 melee, claws +16 melee, foot stab +6 melee, grapple +16
Damage: Bite 2d6 +6, claw 2d8 +8 plus stun, leg stab 1d8 +4
Face/Reach: 10 ft. by 10ft./5 ft.
Special Attacks: Improved Grab, Stunning
Special Qualities: DR 15/some spells or powers
Saves: Fort +17, Ref +11, Will +9
Abilities: Str 18, Dex 14, Con 17, Int 3, Wis 9, Cha 7
Skills: Climb +4, Escape Artist +2, Intimidate +4, Move Silently +16,
Search +5, Spot +8
Feats: Blindsight, Multiattack, Multidexterity, Power Attack
Climate/Terrain: Under water
Organization: Solitary, pair, gang (3-4), or cluster (6-8)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -

Paralysis (Ex): Anyone hit by a dire crab's claw must succeed at a
Fortitude save (DC 15) or be stunned for 1d4+1 rounds by the powerful
crushing force of the crab's claws. All creatures are vulnerable to
this stun.
Improved Grab (Ex): If the dire crab hits with its claws, it may
attempt to start a grapple as a free action without provoking an
attack of opportunity. No initial touch attack is required. See p.
14 of Monster Manual II.
Damage Reduction (Su): A dire crab's hard outer shell takes most of
the impact from all external attacks.


Titanic Crab
Magical Beast
Size: Gargantuan
Hit Dice: 25d8 + 60 (160 hp)
Initiative: +10
Speed: 50ft.
AC: 36 (+3 Dex, -4 size, +37 natural)
Attacks: Bite + 18 melee, claws +25 melee, foot stab +18 melee
Damage: Bite 3d8 + 8, claw 3d6 + 16 plus stun, leg stab 3d8 + 10
Face/Reach: 20 ft. by 20ft./10 ft.
Special Attacks: Improved Grab, Stunning
Special Qualities: DR 25/some spells or powers
Saves: Fort +31, Ref +19, Will +14
Abilities: Str 34, Dex 16, Con 28, Int 6, Wis 12, Cha 6
Skills: Climb +8, Escape Artist +4, Intimidate +10, Move Silently +10,
Search +5, Spot +8
Feats: Blindsight, Great Fortitude, Multiattack, Multidexterity, Power Attack
Climate/Terrain: Under water
Organization: Solitary, pair, gang (3-4)
Challenge Rating: 15
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: -

Paralysis (Ex): Anyone hit by a titanic crab's claw must succeed at a
Fortitude save (DC 25) or be stunned for 1d6+3 rounds by the powerful
crushing force of the crab's claws. All creatures are vulnerable to
this stun.
Trample (Ex): As a standard action during its turn each round, a
titanic creature can trampe Huge or smaller opponents. This attack
deals 3d8 + 51 points of damage. A trampled opponent can attempt
either an attack of opportunity at a -4 penalty or a Reflex save (DC
56 for half damage.
Damage Reduction (Su): A titanic crab's hard outer shell takes most of
the impact from all external attacks.
Comments 
(Deleted comment)
14th-Sep-2005 12:59 am (UTC)
I've never played the game, otherwise I'd extend my "I feel it" waves.
(Deleted comment)
14th-Sep-2005 01:54 am (UTC)
Why did you make the Dire Crab a Magical Beast? Does it need Supernatural DR?
14th-Sep-2005 03:23 am (UTC)
Why is the initiative higher than the dex would suggest?
I'd suggest some sort of hide ability done by burying themselves in the sand/mud, possibly instead of the move silently.
They look interesting.
14th-Sep-2005 08:30 am (UTC)
How about going away from the bite and foot stab attacks, focus on the claws.

If a claw hits, then the crab can go for a grapple check and crushing damage each round there after.

If both claws hit. Then rend.
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