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Thread: Putting Salt on the Wounds [MitP]

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    cool Putting Salt on the Wounds [MitP]

    MitP II is done voting.

    Blood-burning crab
    Small Magical Beast
    Hit Dice: 3d10+6 (22hp)
    Initiative: +1
    Speed: 25ft. (5 squares) Swim 20ft. (4 squares)
    AC: 18 (+6 nat, +1 dex, +1 size)
    Base Attack/Grapple: +3/+0
    Attack: Claw +4 (1d6+1)
    Full Attack: 2 claws (1d6+1)
    Space/Reach: 5ft./5ft.
    Special Attacks: Breath weapon, wound
    Special Qualities: Adhesive, DR 2/magic, low-light vision
    Saves: Fort +4, Ref +3, Will +0
    Abilities: Str 13, Dex 12, Con 15, Int 5, Wis 11, Cha 9
    Skills: Hide +9*, Move Silently +6, Spot +3, Swim +14
    Feats: Stealthy
    Climate/terrain: underwater or on beaches
    Organization: Solitary or feeding frenzy (4-16)
    Challenge Rating: 3
    Treasure: 50% coins, 50% mundane items
    Alignment: Always neutral
    Advancement: 4-7 HD (small), 8-12 HD (medium)

    Out of the sand jumps a large, white, bumpey crab. As it lumbers toward you small amounts of the sand covering it fall off revealing its true shell. Its sea green and coated with a clear gloss. It opens its mouth, and attacks!

    Blood-burning crabs are giant crabs that eat any kind of meat. Most of the time it stays underwater to catch fish, but occasionaly they'll go up on the beach and cover them selves with sand. The sand mostly sticks because of an adhesive liquid coating its shell, and hides in the sand. It then ambushes prey from the sand.

    During mating season blood-burning crabs collect shiney things such as coins or spoons. It then goes around attempting to attract mates. During this time blood-burning crabs lose their bonus on hide checks and have at least 35gp worth of coins and mundane items.


    The blood-burning crab buries its self under the sand to ambush prey. It attempts to injure as many foes as possible before backing off and hitting them with its breath weapon. If it knocks out an enemy it tries to drag him into the water to drown and eat him.

    Adhesive(Nat): A blood-burning crab has a slight adhesive coating its shell. When something hits a blood-burning crab he must make a DC 14 reflex save or have it weapon stuck to the crab. it takes a DC 13 strength check to pull free. The save is constitution based.

    Breath Weapon(Ex): A blood-burning crab gets its name from its breath weapon. It shoots a 20ft. cone of salt at enemies. If the enemy has been hurt (has less then full health) the salt spreads on his wounds, burning them, dealing 3d4 non-lethal damage and blinding them for him for 1 round. A reflex save equal to half the hit points the enemy has lost is half-damage and negates the blindness. It can use this ability every 1d4 rounds and the save DC can't exceed 18.

    Hold Breath(Nat): A blood-burning crab can hold its breath for a number of minutes equal to its constitution modifier x 3.

    Wound(Ex): Any living creature damaged by a blood-burning crab continues to bleed, losing 1 hit point every round thereafter. Multiple wounds don't result in more hit point loss. The bleeding can be stopped by a DC 10 heal check or a cure spell.

    Skills: Blood burning crabs have +2 racial bonus on both hide checks and swim checks. *When in sandy areas the racial bonus increases to +10.

    Now with ecology.
    Last edited by DragonTounge; 2007-10-06 at 08:14 PM.
    Unofficial flash light of the
    My homebrew monsters: Reef Golem, Blood Burning Crab, Blood Burning Swarm, Spreader, Demonic Spirit
    Bringer of doom to all thing furry and small

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.