Aristocrab
"The Aristocrabs!"
- Gerbert Gourdfried, halfling bard
Polite Society. Aristocrabs choose to serve as familiars of noble spellcasters where they can be included in social events and political activity. An aristocrab revels in the ability to assist their master with reminders of etiquette and information.
Aristocrabs have an excellent memory for rules, names and events. It is considered a faux pas to serve crab puffs at an event where an aristocrab is invited, for obvious reasons.
Aristocrab
Small monstrosity, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 10 (3d6)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 11 (+0) 16 (+3) 13 (+1) 15 (+2)
- Skills Deception +4, Insight +3, Persuasion +4, Stealth +4
- Senses blindsight 30 ft., passive Perception 11
- Languages understands Common and Aquan but can't speak
- Challenge 1/4 (50 XP)
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Unerring Etiquette. The crab advises on etiquette and acts accordingly, shaking hands and tipping its hat. One creature the crab can see within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be charmed for 1 hour. If the crab is a familiar and its master is within 5 feet, the target is also charmed by that creature.
Variant: Aristocrab Familiar
Some aristocrabs are willing to serve spellcasters as a familiar. Such aristocrabs have the following trait.
Familiar. The aristocrab can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the aristocrab senses as long as they are within 1 mile of each other. While the aristocrab is within 10 feet of its companion, the companion gains advantage on Insight, Persuasion and Deception checks. At any time and for any reason, the aristocrab can end its service as a familiar, ending the telepathic bond.
Mysterious History. Aristocrabs often tell their masters that they are descended from a faction of high elves that lived on the coast. These high elves were transformed by a Sand Witch into crabs.
Most elves that hear this tale dismiss it as the aristocrabs putting on airs, as the notion of high elves not being able to remove the simple curse of a Sand Witch is unthinkable to them.
Artwork "AristoCrab" by xrg-artwork