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Carcass Crab

GM's Eyes Only

Spoilers. This page is written for the GM, and players who read on will learn things their characters don't know.

A giant crab that armors itself with the dead and the weapons they carried. Source: Eberron Campaign Setting, p. 277.

What it is. A crab the size of a wagon, with eight legs, two massive claws, and four stalked eyes. At rest it looks like a mound of corpses and abandoned armor. It glues battlefield wreckage to its shell (plate, shields, broken weapons, whole bodies), and the junk serves as armor. A barb in its tail injects a venom that leaves its prey clumsy and slow.

In Tir Hathar. A scavenger of the old Long War battlefields, warped by the magic still soaking the ground there.

Stats

First draft, built from WWN's baseline stat lines.

HD AC Atk Dmg Shock Move ML Inst Skill Save
Carcass Crab 8 18 +9 x2 2d6+2 3/15 30' 9 5 +1 11+
  • Grab and bite. When a claw hits a human-sized or smaller target, the crab can hold it. Breaking free takes a Main Action and a Str/Exert check against difficulty 10. At the start of its turn, it bites whatever it's holding for 1d6+2.
  • Tail barb. A ranged attack out to 30 feet: +7, 1d4. The target makes a Physical save or takes -1 to hit and to Dex checks for the rest of the scene, stacking up to -3.
  • Heap of the dead. Motionless, it passes for a pile of corpses: +3 to stealth.
  • Spoils. Its shell carries whatever the dead carried. Picking over a dead carcass crab turns up armor, weapons, and sometimes something worth a great deal more.

Still open: playtesting the numbers, and which battlefields have them. Suggested, not settled: they may also live along warm coasts, as some do in Eberron.