Mudcrabs
shagoliravioli
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- 7 years, 6 months ago
- Creator
- shagoliravioli
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Profile
if you're reading this, then I'm busy importing the new formatting edits to this sheet, aaaaa
MARKAB
“MUDCRABS”
ATRIA
- + 7Strength
- + 2Dexterity
- + 5Constitution
- + 0Intelligence
- + 1Wisdom
- + 2Charisma
- + 1 Acrobatics
- + 4 Animal Handling
- + 0 Arcana
- + 4 Athletics
- + 2 Concentration
- + 2 Deception
- + 0 History
- + 1 Insight
- + 2 Intimidation
- + 0 Investigation
- + 1 Medicine
- + 3 Nature
- + 4 Perception
- + 2 Performance
- + 2 Persuasion
- + 0 Religion
- + 1 Sleight of Hand
- + 1 Stealth
- + 4 Survival
Attack Name | Ability | Range | To Hit | Damage | Damage Type |
Bite
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Str
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5
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+7
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1d8
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Pierce
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4 (1d8) melee piercing damage. Proficient.
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Mudcrabs snaps with serrated, backwards-pointing teeth. | |||||
Attack Name | Ability | Range | To Hit | Damage | Damage Type |
Claws
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Str
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5
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+7
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1d6
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Slash
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3 (1d6) magical (melee) slashing damage. Proficient.
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Mudcrabs takes a swing or stomps using heavy, powerful hooves or wickedly sharp claws.
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Attack Name | Ability | Range | To Hit | Damage | Damage Type |
Horn
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Str
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5
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+7
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1d8
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Pierce
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4 (1d8) magical (melee) piercing damage. Proficient.
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Despite some tips being fleshy, Mudcrabs’s antlers are sharp and dangerous.
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Spell Name | Ability | Range | Comp. | Setup | Duration |
Create Food and Water
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Cha
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30 ft.
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VS
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1 Action
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Instant
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Creates 45lbs of food and 30 gal of water.
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You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.
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Spell Name | Ability | Range | Comp. | Setup | Duration |
Fire Shield
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Cha
|
Self
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VS
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1 Action
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10m
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Resistance to cold or fire damage. If hit by melee: 2d8 fire/cold damage.
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Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
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Spell Name | Ability | Range | Comp. | Setup | Duration |
Etherealness
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Cha
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Self
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VS
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1 Action
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≤8h
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Slip into the Ethereal Plane border and become somewhat ghostly.
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You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell.
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Spell Name | Ability | Range | Comp. | Setup | Duration |
Plane Shift
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Cha
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Touch
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VS
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1 Action
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Instant
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Leave this mortal plane at last.
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You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
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- Armor Proficiencies: none.
Chimera do not fit in armor, and as such, Mudcrabs does not and cannot wear armor.
- Languages: Understands, speaks, and writes Common and Primordial (Auran).
Monsters learn things from the darndest places.
- Racial Traits: +2 Str, +1 Dex, darkvision (60 ft.), Monstrous Physiology, Natural Armor, Natural Weapons.
- Monstrous Physiology: You cannot wear armor or wield weapons. You can hold items but cannot activate equipment that requires fine manipulation. You cannot wear wondrous items except those that fit on your face or head. (Race: Chimera)
- Natural Armor: If you are not wearing armor, then your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. (Race: Chimera)
- Natural Weapons: You have two claws and one bite which are melee weapons with which you are proficient. The claws are light weapons that deal 1d6 slashing damage. When you attack with one claw, you can attack with the other as a bonus action, as though you were two weapon fighting. Your bite deals 1d8 piercing damage. (Race: Chimera)
Whoever signed off on the idea of a man this stupidly fruity being able to comfortably philander around for 20 hours a day on every day of the year should be fired.
- Tool Proficiencies: none.
Mudcrabs does not have fingers and, as such, cannot manipulate tools and objects finely enough to use them well.
- Weapon Proficiencies: none.
Not having fingers seems to be a running problem here.
- Background Features: History and Animal Handling proficiencies (archaeological specialty is the origin and history of animal husbandry), Dust Digger, Historical Knowledge, 1 language.
- Dust Digger: Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. (Signature Item: Pith Helmet)
- Extra Language: You can speak, read, and write one extra language of your choice.
- Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.
Monster background: you are the devourer in the night, the lurker in the hills, the terror of villages. Children check for you under the bed before they go to sleep. The town's warriors arrange hunting parties to slay you, but often do not return. The elders lay out sacrificial offerings to satiate your bloodlust. You are a monstrosity, a lone hunter or living with a small pack. Your favorite food is the livestock of humanoid settlements – or the humanoids themselves!
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- Class Features: Arcane Tradition: School of Necromancy (Necromancy Savant, Grim Harvest, Undead Thralls,
Inured to Undeath, Command Undead), Arcane Recovery,Signature Spells.- Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
- Arcane Tradition: When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: abjuration, bladesong, conjuration, divination, enchantment, evocation, illusion, necromancy, thaumatology, and transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
- Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
- Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
- Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way: if the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Spell Mastery: at 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Personality Trait 5: “Like an onion, I have layers. I’m not just some simple beast.”
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Flaw 1: “I hate getting wet.”
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Ideal 5: “Exploration. I want to see the world, regardless of how others see me.” (Neutral)
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Bond 6: “ There is a large bounty out for my hide after a specific event in my past.”
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Naturalization Cause 5: “ I am lonely and I seek others of my kind. We are so rare that I need the help of my former prey.”
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- ×1 Bone Flute
A hollow, airy flute fashioned from the bones of a wicked creature long dead. Received from background.
- Spellcasting modifier: +5 (2 + 3)
- Spell Save DC: 13 (8 + 2 + 3).
- Associated Major & Minor Arcana: Temperance, Six of Swords
- Profile code by SchwarzerAlptraum; heavy edits by shagoliravioli.
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