Crab Force v2.0

by shriji10

Search GM Binder Visit User Profile

Crabulon and the Chaos Crew

"Some pirates achieved immortality by great deeds of cruelty or derring-do. Some achieved immortality by amassing great wealth. But the captain had long ago decided that he would, on the whole, prefer to achieve immortality by not dying."

— Terry Pratchett

Crabulon, Evil Incarnate

Captain

After discovering the Ring of Exponential Evil & Genius, this mild mannered crab became a super villain! Creating destructive robots like the "Barnacle Brawler", he hopes to rule all of crab-kind and generally ignore other species! So I guess that's ok?

- Jouste the Drawbarian


Crabulon

Tiny beast, lawful evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 45 (10d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 10 (+0) 18 (+4) 20 (+5) 16 (+3) 19 (+4)

  • Saving Throws Int +7
  • Skills Stealth +4
  • Senses Blindsight 30 Ft., passive Perception 13
  • Languages Common, Aquan
  • Challenge 4 (1, 000 XP)

Amphibious. Crabulon can breathe air and water.

Evil Genius. Crabulon can use any remaining charges on the Ring of Exponential Evil & Genius

Spellcasting. Crabulon is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). it regains its expended spell slots when it finishes a short or long rest. It knows the following wizard spells: 1st-3rd level (2 3rd-level slots):

  • Misty Steps
  • Alarm
  • Longstrider
  • Blink
  • Slow

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit (1d4) bludgeoning damage.

DM's Note

Crabulon can be treated as a a sort of comic relief character. His personality is very ominous and menacing but his actions are quite meek. He is more of a cowardly perfectionist than anything, he will flee the moment of trouble. He is a fan of physical augmentation and constantly tires to augment the rest of his crewmates.



Crabulon (Barnacle Brawler)

Large construct, lawful evil


  • Armor Class 18 (Plate Armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 18 (+4) 20 (+5) 16 (+3) 19 (+4)

  • Damage Vulnerabilities acid, lightning
  • Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing damage from non Adamant weapons
  • Condition Immunities poisoned
  • Senses Blindsight 30 Ft., passive Perception 13
  • Languages The languages of its creator
  • Challenge 15 (13, 000 XP)

Evil Genius. Crabulon can use any remaining charges on the Ring of Exponential Evil & Genius

Actions

Multiattack 1. Crabulon can make the barnacle brawler make 3 crab hammer attacks.

Multiattack 2. Crabulon can make the barnacle brawler make 1 crab hammer attack and 2 crab grabs.

Crab Hammer. Melee Weapon Attack: Crabulon controls the barnacle brawler to slam down it's metal pincers. +2 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Crab Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage. The target is grappled (escape dc 11) The crab has two claws, each of which can grapple only one target

Overloaded. (Recharge 6) The barnacle brawler discharges electricity. All targets within 30 ft. radius must make a DC 17 Dexterity save or take 21 (6d6) lightning damage and are knocked prone on a fail, and knocked back 5 feet on a save

Ring of Exponential Evil & Genius

Ring, legendary (requires attunment)

Credit: Jouste

This ring grant +1 to Intelligence and has 3 charges. Regains 1d4 - 1 expended charges at dawn.

Dominate Person. Expend 3 charges to cast the dominate person spell from the ring.

Enlarge Reduce. Expend 2 charges to cast the enlarge reduce spell from the ring.

Bane. Expend 1 charge to cast the bane spell from the ring.

Clambus, the Avatar of the Clam

Boatswain

Once you put on the enchanted Clamulet you are transmogrified into an avatar of the Clam, a brutish and mussel bound Clambus! Just be sure to take the Clamulet off before the indomitable will of the clam takes control and you are Clambus forever!

— Jouste the Drawbarian

DM's Note

Clambus's is magically malformed being, shunned by others due to being an enigma even in the supernatural world. Unfortunately Clambus' intelligence wasn't very good before or after the transformation. With no clues, he joined Crabulon's crew in hopes of one day finding information on how to reverse his transformation.



Clambus

Medium monstrosity, neutral evil


  • Armor Class 18 (Plate Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 15 (+2) 6 (-2) 8 (-1)

  • Condition Immunities poisoned
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses passive Perception 8
  • Languages Aquan, Common
  • Challenge 15 (13, 000 XP)

Amphibious. Clambus can breathe air and water.

Shell. Clambus has +2 AC and a new reaction allowing it to retract into its shell when it takes damage. All attacks made against it until the beginning of its next turn have disadvantage or must hit a higher AC. Failing an attack causes a spiked shell to damage people trying to attack it for 1d8 piercing damage. While in the shell, the Clambus can't make opportunity attacks or see anything.

Actions

Acidic Engulfment. Clambus has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 14 (3d6 + 4) acid damage each round. Acts as a grapple.

Clamfestation. Clambus causes a cloud of clams to appear momentarily on one creature seen within range. The target must succeed on a Constitution saving throw, or it takes 21 (6d6) poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

Spit Poison (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

DM's Note

Clambus's shell trait prevents Clambus from making opportunity attacks or see anything; it's a good time for PC's to find cover, set traps, cast preparatory spells, etc.

Clamulet

Wondrous item, very rare (cursed)

Credit: Jouste

This cursed magical amulet slowly start to turn its user into a clam. While wearing this, you can breathe in water and swimming speed is 40 feet.

Curse: If you takes a short or long rest with this amulet equipped, you must make a DC 11 Constitution saving throw, upon success nothing happens. If you fail the saving throw your body starts to form shell like parts. You head turns into a clam-like shape. As your skin morphs into clam, your natural AC is 18. Removing the amulet does not remove the curse but does remove the ability to breathe in water and swimming speed. The curse can be removed from the amulet with remove curse but the clam features will remain until lesser restoration is cast on the you.

Whalestrom, Fright of the Seas

First Mate

The stocky ship-wrecker with a reinforced blowhole that can call forth the most horrible of storms! Covered in cannon balls and full of harpoons, Whalestrom tackles dreadnoughts, dinghys, and anything else that he deems to ugly to float!

— Jouste the Drawbarian

DM's Note

Whalestom, a walking weapon of destruction, is a forever indebted to Crabulon. After being caught in an enormous admantine net trap, Whalestrom was grievously wounded when Crabulon chanced upon him. Crabulon offered him help in exchanged for his servitude. Not only did Whalestrom have his life saved, Crabulon used his genius to enhance Whalestrom's body, from mechanized blowhole to iron implanted skin.



Whalestrom

Large beast, chaotic evil


  • Armor Class 19 (Plate Armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 30 ft., Swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 22 (+6) 20 (+5) 10 (0) 10 (0)

  • Damage Vulnerabilities lightning
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened
  • Senses Darkvision 120 Ft., passive Perception 0
  • Languages Common, Aquan
  • Challenge 15 (13, 000 XP)

Amphibious. Whalestrom can breathe air and water.

Echolocation. Whalestrom can't use its blindsight while deafened.

Keen Hearing. Whalestrom has advantage on Wisdom (Perception) checks that rely on hearing.

Siege Monster. Whalestrom deals double damage to objects and structures.

Trauma of Nets. If Whalestrom is struck by a net (regardless of size), Whalestrom is frightened and paralyzed till the net is gone.

Actions

Multiattack. Whalestrom can use its Frightful Presence. It then makes three spear attacks or 2 bite attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) slashing damage

Frightful Presence. Each creature of Whalestrom's choice that is within 120 feet of Whalestrom and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Whalestrom's Frightful Presence for the next 24 hours.

Scalding Blowhole (Recharge 5-6). Charged jet beam of scalding water. Whalestrom uses a bonus action to charge up an attack, his blowhole starts to glow bright blue. At the beginning of it's next turn, Whalestrom unleashes a powerful beam attack that can hit multiple characters in a line and does 65 (10d12) fire damage. Must use this attack before moving.

DM's Note

For Whalestrom's Scalding Blowhole attack not only gives a visual indicator but before it goes off Whalestrom must use the attack before moving, which means characters that respond to seeing the attack charge can seek cover from the oncoming attack.

Jawless Joe, The Poissonnier

Chef

This sharkman has had his mouth flesh-blasted off by a cruel wizard. Without a maw of his own, he now fights with a jawbone sword and is very self conscious about his injury!

— Jouste the Drawbarian

DM's Note

After a tragic fight with a wizard, Joe lost his jaw and due to this Joe the Master Chef was deemed passed his prime in the world of cooking. Crabulon was the only one who gave him a chance to even allow Joe to cook for other, so he joined the crew as its one and only Chef. He is forever grateful for Crabulon for this.


Consuming food cooked by Joe causes random status effects.



Jawless Joe

Medium beast, chaotic neutral


  • Armor Class 18 (Plate Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., Swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 17 (+3) 9 (-1) 9 (-1)

  • Damage Vulnerabilities lightning
  • Damage Resistances fire
  • Senses Blindsight 30 Ft., passive Perception 9
  • Languages Aquan, Common
  • Challenge 15 (13, 000 XP)

Amphibious. Joe can breathe air and water.

Aroma Sense. Joe can smell food from large distances away. You have advantage on Wisdom (Perception) checks made to detect food or liquid by scent.

Prepping. If a target of Joe has been hit with at least once with Slice, Chop, and Tenderize attacks (in any order), Joe regains 1d12 hit points.

Actions

Multiattack. Joe can use makes two attack with Slice, Chop, or Tenderize in any combination.

Slice. Melee Weapon Attack: +5 to hit, reach 5 feet. Joe makes a slices are so thin, they are almost transparent. On hit the target takes 14 (3d6 + 4) slashing damage.

Chop. Melee Weapon Attack: +1 to hit, reach 5 feet. Joe makes a large chop. The chop induces massive bodily damage. On hit the target takes 18 (4d8) piercing damage. On the wounded target’s turns, it takes 1d4 necrotic damage for each time Joe's wounded it, and the target can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Tenderize. Melee Weapon Attack: +3 to hit, reach 5 feet. Joe pounds on the target with the hilt of his blade. On hit the target takes 21 (6d6) bludgeoning damage. This attack softens the target, making the next attack deal an additional 10 (3d6) damage.

DM's Note

Joe's a single target monster. For PCs that don't use movement abilities will struggle after a few rotations of prepping.

The Palatable Maw

Weapon (longsword), rare

Credit: Jouste

A strange weapon made from the maw of Joe the Chef. Maybe due to the resentment and bitterness that was built up by Joe, it seems to somehow developed some odd magical abilities.

Due to the sheer look of the weapon, it grants advantage in intimidation.

It give its wielder 1d12 hit points whenever an attack with this weapon kills a creature.

Murry of the Portholes

Cabin Boy

Once the third enforcer of the horrible dock gang "The Portholes", Murry can use his eel-ectric powers to charge up his zap-bat! Ready to rumble with other sea-side gangs, Murry and his Portholes haven't been challenged in weeks!

— Jouste the Drawbarian

DM's Note

Murray's personality can be summed up as a naive child who just went with the flow. After having his gang destroyed by some local adventurers, Murray signed up to be the Cabin Boy for Crabulon' crew. Murray doesn't really care what is happening around him, as long as he gets to swing his Zap-Bat and have some fun.



Murry

Medium beast, chaotic good


  • Armor Class 18 (Plate Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., Swim 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 12 (+1) 10 (+0) 10 (+0) 15 (+2)

  • Damage Vulnerabilities acid,
  • Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing damage from non Adamant weapons
  • Condition Immunities lightning
  • Senses Blindsight 30 Ft., passive Perception 10
  • Languages Common, Aquan
  • Challenge 15 (13, 000 XP)

Amphibious. Murray can breathe air and water.

Storm Caller. Murray has the ability to subtly control the weather around him. If it is raining, he can use an action to cause the rain to stop falling in a 20-foot radius centered on him. He can end this effect as a bonus action. If it is windy, he can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around him. The wind blows in that direction until the end of his next turn. He have no ability to alter the speed of the wind.


Actions

Multiattack 1. Murray makes 2 Bat Swing attacks.

Arching Zip. Melee Weapon Attack: Murray creates a bolt of lightning that arcs toward a target within 5 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 27(6d8) lightning damage on a failed save, or half as much damage on a successful one.

Bat Swing. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) lightning damage. On hit, the target must succeed on a DC 13 Constitution saving throw or be stunned. At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned.

Lightning Strike. Murray dashes to an unoccupied space he can see within range. Immediately after he dashes, a a streak of lightning is seen, and all creatures occupying a spot 10 feet must make a Constitution saving throw, taking 3d10 lightning damage and on a failed save, or half as much damage on a successful one.

Controlled Discharge (Recharge 5-6). Murray discharges lightning in a 30 feet radius. This ability targets enemies. It deals 42 (12d6) lightning damage to any target it hits. Additionally, the target must succeed on a DC 15 Constitution saving throw must succeed on a Constitution saving throw or become paralyzed till the end of their next turn.

DM's Note

Murray's Storm Caller ability is more for thematic purposes most of the time; when the weather abruptly, changes you know Murray is approaching.



To use Storm Caller in combat, a DM could use the weather to impede with range weapon attacks or to dim the lighting of the environment.

Zap-Bat

Weapon (longsword), legendary

Credit: Jouste

This bat was once an average bat favoured and used by Murray the Eel; after long time use, the bat seems to have been augmented with the powers of lightning. There is a secret button on the bottom of the handle. If pressed, discharge happens. If you use discharge this weapon loses its lightning augmentation and becomes a normal bat until the weapon is hit with lightning type damage to jump-start it.

When you hit with a melee attack using this weapon, the target takes 8(1d8 + 4) lightning damage. If this weapon is not augmented it deals 4 (1d8) bludgeoning damage.

Discharge. If you press the button, the bat discharges lightning in a 30 feet radius. This ability targets both allies and enemies including the user. It deals 28 (8d6) lightning damage to any target it hits. Additionally, the target must succeed on a DC 15 Constitution saving throw must succeed on a Constitution saving throw or become paralyzed till the end of their next turn.

Sharkula, The Jaw of Undeath

Blood Navigator

The shark vampire... has arrived! Here he is wielding the "Radslayer" a knife so dangerous that it needs an extra handle! The retractable blade on his back leads to some unconventional attack patterns and his nano-belt is powered by blood!

— Jouste the Drawbarian

DM's Note

After one fateful night of being captured by a wandering vampire, Sharkula was turned into one. The shark that once loved being in the sea and water was terrified if he would be destroyed due to the common weakness of running water. Still yearning for that feeling of being surround by the sea, Sharkula slaughtered his vampiric master and enlisted as Crabulon's Navigator.



Sharkula

Medium undead, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., Swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+2) 17 (+4) 18 (+4) 15 (+2) 15 (+2)

  • Damage Vulnerabilities fire, lightning, radiant
  • Damage Resistances cold, bludgeoning, piercing, and slashing damage from non Adamant weapons
  • Condition Immunities frightened, poisoned
  • Senses Blindsight 30 Ft., passive Perception 12
  • Languages Common, Aquan
  • Challenge 15 (13, 000 XP)

Amphibious. Sharkula can breathe air and water.

Blood Frenzy. Sharkula has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Blood Sucker (1/day). When Sharkula hits with a vampiric jaw attack it grapples the target dealing 2d6 necrotic damage and the target loses one of their unused hit dice. This damage is repeated at the start of the monsters turn as long as the target remains grappled. If the target has no remaining hit dice this effect grants a level of exhaustion instead.

Blood Vison. The very scent of blood is enough to arouse a deep-rooted rage within Sharkula. If a creature within 100 feet has a wound that is bleeding and has less than half of their maximum health points, Sharkula enters a type of rage. Sharkula does an attack action to make a melee weapon, Sharkula may make an additional Vampiric Jaw attack as a bonus action feature to the attack. Sharkula may only do this a number of times equal to your Constitution modifier until making a long rest.

Regeneration. Sharkula regains 20 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.

Actions

Multiattack. Sharkula can make a Vampiric Jaw attack and either a Fin Strike or Rad Slash.

Vampiric Jaw. Sharkula's crushing jaws are a weapon to be feared. Sharkula makes an attack with his jaws, dealing 9 (1d10 + 4) piercing damage plus 10 (3d6) necrotic damage.

Fin Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Rad Slash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d8 -1) piercing damage and target must make a DC 19 constitution saving throw, taking 10 (3d6) poison damage and becomes poisoned on a failed save, or half as much damage on a successful one.

Rad Shot. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage and target must make a DC 19 constitution saving throw, taking 45 (10d8) poison damage and becomes poisoned on a failed save, or half as much damage on a successful one. Blade must
be recovered for ability to be used again.

Radslayer

Weapon (dagger), very rare

Credit: Jouste


This dagger was found stuck in the teeth of a slain hydra. It was in their for countless year. Due to being exposed to the hydra deadly venomous breathe for so long, the dagger is deadly to the touch. Sharkula a master of throwing knives and daggers made a unique handle to carry this weapon.

You gain a +1 bonus to Attack and Damage Rolls made with this weapon.

When you make a melee attack with this dagger, on hit target makes a DC 19 constitution saving throw, taking 10 (3d6) poison damage on a and becomes poisoned failed save, or half as much damage on a successful one.

As a bonus action, you can press a hidden button on the handle of the dagger and shoot it at a target. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 45 (10d8) poison damage, and the target must succeed on a DC 19 constitution saving throw or be poisoned until the end of its next turn.

Credit

for

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

Cover Art: Skiorh

When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search

More Credits
Monster and weapon artwork credited to:
Jouste the Drawbarian
  • Twitter: www.twitter.com/jouste
  • Instagram: www.instagram.com/drawbarian
  • Artstation: www.artstation.com/jouste
Background artwork for coverpage 1 credited to:
Branislav Perkovic
  • Artstation: https://www.artstation.com/artwork/DwaWy
Background artwork for page 4 credited to:
Clement Danveau
  • Artstation: clementdanveau.artstation.com/projects/XlY8n
Background artwork for page 7 credited to:
Dominik Mayer
  • Artstation: https://www.artstation.com/artwork/x4zJE
Background artwork for page 9 credited to:
Artem Chebokha
  • Artstation: https://www.artstation.com/rhads
Background artwork for page 12 credited to:
Dominik Mayer
  • Artstation: https://www.artstation.com/artwork/gL8yQ
Background artwork for page 15 credited to:
FacundoDiaz
  • https://www.deviantart.com/facundodiaz/art/I-fish-535516833
Background artwork for monster stat blocks credited to:
Jennifer Squires
https://www.jennifersquires.ca/shop/pink-beach-art-prints-summer-lovers/
Homebrewery Author:
u/shriji10
  • https://www.reddit.com/user/shriji10
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.