Ancestry: Klaw

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Ancestry: Klaw


Living on beaches and beneath the waves are the Klaw people, horrifying amalgamations of crustaceans and humans. Despite rumors that they were born of ancient rituals to eldritch entities that have become the thing of horror stories, the Klaw are actually mostly kind and timid. Their instinctual urge is to hide and deter visitors, but they're highly excited by interactions with others. The Klaw protect bays and beaches from overfishing and environmental destruction


The Klaw appear roughly centauroid, with lobster-like or crab-like facial features and legs, giant claws in the place of hands, and a hard, chitinous exoskeleton. They have glassy black eyes and appear in shades of red, orange, and blue.

Klaw Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. Klaw reach maturity by age 10 and live to be about 75 years old.


Alignment. Klaw may interact friendlily with people, but will turn against them if they or their territory is threatened. Klaw tend towards neutrality.


Creature Type. You are a Monstrosity.


Size. Klaw stand between 7 and 8 feet tall, with their crustacean bodies reaching about 4 feet at its height. Your size is Large.


Speed. Your walking speed is 30 feet.


Darkvision. Accustomed to dark undersea depths, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Amphibious. You can breathe water and air.


Crustacean Tail. You have a swim speed equal to your walking speed.


Crustacean Build. Any climb that requires hands and feet is especially difficult for you because of your crustacean legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. If you later gain a climbing speed, climbing costs you only 2 extra feet instead of the normal 1 extra foot.


Powerful Claws. Your claws are natural melee weapons, which count as simple melee weapons with which you are proficient. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.


Water Dependency. If you fail to immerse yourself in water for at least 1 hour a day, you suffer 1 level of Exhaustion at the end of that day. You can recover from this Exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Languages. You can speak Common and one other language of your choice.

 

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