Crab folk

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Decapodians

A dock worker sees a crab monster rising out of the sea and gets ready to run only to hear a gurgling "hello" and as he turns around he sees the creature waving at him with a massive claw.

Source and edited by me

biology and culture

The Decapodians are large and bulky humanoid crustaceans with thick outer shells similar to the much smaller non-man crab. They possess a large powerful claws with high splitting and crushing power and small arms that are used for grooming and other more delicate actions such as writing, eating or holding weapons.

These creatures have just recently risen from the depths of the ocean, and much of their culture is unknown. What is known, however, is that they came from an underwater canyon deep below the surface. They claim to have dug into the sides of the canyon to make crude burrow like dwellings.

Decapodians Names

Decapodians usually have short, single names with hard sounds, and most have a gurgling undertone.

Male: Katho, Rahi, Yukim

Female: Haili, Imina, Parm

Decapodians Traits

  • Ability Score Increase. Decapodians are very hearty due to their rough living. Your Constitution score increases by 2 and your strength score increases by 1.

  • Age. Decapodians are considered adults by their late teens and can live for around 300 years. After which they get to heavy to support themselves and die.

  • Alignment. Decapodians can take nearly any path in life that they feel suits them, though most tend to be neutral.

  • Size. Decapodians usually stand at about 6-8 feet. Your size is Medium.

  • Speed. Not really made to live on land your base walking speed is 25 feet and a swimming speed of 30 feet.

  • Amphibious. You can breathe air and water.

  • Natural Armor. You have a thick carapace you when aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

  • Languages. You can speak, read, and write Common and Aquan.

  • Pincers. You have an additional set of arms, which end in large pincers. Your pincers are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal your choice of slashing or bludgeoning damage equal to 1d6 + your Strength modifier. These claws can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. Additionally you gain advantage on checks made to grapple or hold grapples with these pincers.

  • Crunch. When you have a creature grappled with your pincers you can make an unarmed strike with the same claw you are grappling with. If you hit with it, you deal slashing or bludgeoning damage equal to 1d8 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

  • Many Legs. You have advantage on saving throws against being knocked prone.

  • Luminescent. As a bonus action, you can emit dim light in a radius of 15 feet centered on you. You can end this effect as a bonus action. Once per day, you can cause the dim light to become bright light, no action required. This bright light lasts for one minute or until you end it as a bonus action. You you count as being proficient with either Intimidation or Persuasion when this trait is active. This can't be changed later.

variant rule

As you age and molt you keep growing in size until you surpass medium size and become a large creature. Decapodians between the ages of 18 and 100 years old usually stay in the range of medium. after about a 100 years the Decapodians starts reaching enormous sizes reaching about 16 feet tall before they die under their own weight.

 

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