GAUNTLET CRAB
One of the strangest symbionts ever discovered is the gauntlet crab. The crab appears similar to a horseshoe crab. When it attaches to the wrist, two specialized claws with a proboscis pincher pierce the underside of the wrist to secure itself to the host and draw blood for nourishment. The crab has an empathic bond with its host.
The gauntlet crab has two poisonous tail spikes which it wraps down in between the host’s fingers when the host is not threatened. However, if the gauntlet crab detects adrenalin in the host’s blood the tail spikes become erect. The gauntlet crab grants its host two natural attack modes. It can be used as a slam (B) attack or it can be used as a claw (slashing) attack. Either attack does 1d6 points of damage, and the claw attack can also be used to deliver gauntlet crab poison as a swift action on a successful hit.
Type poison (injury Save Fort DC 11 + ½ host’s level; Frequency 1/round for 6 rounds; Track Intelligence; Cure 1 save
Gauntlet crabs can be further enhanced by the evolution retrovirus. Evolution I, increase the gauntlet crabs natural attack damage to 3d6 and improves the base poison DC to 13. Evolution II, increases the gauntlet crabs natural attack damage to 5d6 and improves the base poison DC to 15.
Once you’ve used the gauntlet crab poison, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately.

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