Sharktocrab
The head of an enormous hammerhead shark, with a jaw full of razor-sharp teeth, on top of the body of a crab, covered in armor-like plating, all sitting on top of eight powerful tentacles, each as thick as a man's body. The sharktocrab is among the deadliest mutations ever created by the Simic and would be considered its most effective creation to date if it weren't impossible for any but the most experienced biomancers to control it.
Playing with Fire and Shark's Teeth Like many of the best results of Simic biomancy, the sharktocrab was the result of long and exhaustive study, followed by an influx of more funding than necessary. For generations, Simic biomancer have been debating and testing the best mixes of various underwater creatures, attempting to breed into existence a combination of traits that would create a creature that could fill every predatory ecological niche of the ocean at once.
Most biomancers generally agreed the result would need traits from a shark, but the specific combination of other traits was hotly debated, both the types of animals they would be pulled from and exactly which traits from which animal would be necessary.
A young biomancer named Zin Vlodad, in his final thesis for acceptance as a master biomancer by the Simic Combine, heavily discussed the pros and cons of all possible genetic combinations. After three years of research and trials, he concluded that to outperform every waterborne predator, this theoretical creature would actually benefit most from a combination of traits pulled from creatures not normally seen as predators, such as crabs and octopi. Not only was Zin Vlodad accepted as a master biomancer, but as part of the acceptance, he was a master biomancer, but as part of the acceptance, he was given his own lab and as much funding as necessary to actualize the theoretics of his paper. Several months later, the first sharktocrab prototypes were created. Several years later, the sharktocrab went into full production. Several decades later, the projects have been mostly abandoned due to the difficulty of controlling the predators- tough Zin Vlodad is still head researcher of the project, and is otherwise barred from heading any other research team.
Alternate Trait: Blood Frenzy The sharktocrab is a dangerous predator, at the very apex of any food chain it is introduced to. In an attempt to make it easier to control, Simic biomancers have suppressed some of its killer instincts, to no avail. Most sharktocrabs are from this second breed, but a few originals still exist. These sharktocrabs have the alternate Blood Frenzy trait found below below, and their CR is 11. Approaching on of these beasts should only be done with extreme caution.
Blood Frenzy The sharktocrab has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Sharktocrab
The head of an enormous hammerhead shark, with a jaw full of razor-sharp teeth, on top of the body of a crab, covered in armor-like plating, all sitting on top of eight powerful tentacles, each as thick as a man's body. The sharktocrab is among the deadliest mutations ever created by the Simic and would be considered its most effective creation to date if it weren't impossible for any but the most experienced biomancers to control it.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 14d12+70 | ||
Speed | 40 ft. | Swim 60 ft. | |
Strength | 20 (+5) | ||
Dexterity | 14 (+2) | ||
Constitution | 21 (+5) | ||
Intelligence | 3 (-4) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+6 | ||
Senses | Darkvision 60 ft. | Passive Perception 16 | |
Languages | --- | ||
Challenge | 10 (5,900 XP) | ||
Special 1 | Adapt (1/round) | Whenever the sharktocrab takes damage, roll a d20 . | If the result is greater than or equal to 4 + the sharktocrab's Strength modifier, |
it gains a +1 bonus to its Strength score until the end of its next long rest. | The sharktocrab's Strength score can't increase past 30 in this way | ||
Special 2 | Amphibious | The sharktocrab can breathe both air and water | |
Special 3 | Keen Smell | The sharktocrab has an advantage on Wisdom (Perception) checks that rely on smell | |
Action 1 | Multiattack | The sharktobrab makes two tentacle attacks, two claw attacks, and one bite attack | |
Action 2 | Bite | Melee Weapon Attack | d20+8 to hit |
Reach 0 ft., one target that the sharktocrab is grappling | Hit 2d8+5 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+8 to hit |
Reach 10 ft., one target | Hit 1d10+5 bludgeoning damage | ||
Action 4 | Tentacle | Melee Weapon Attack | d20+8 to hit |
Reach 20 ft., one target | Hit 2d6+5 bludgeoning damage. | If the target is a creature, it is grappled (escape DC 19). | Until this grapple ends, the target is restrained, |
and the sharktocrab can't use that tentacle on another target | |||
Action 5 | Ink Cloud (Recharges after a Short or Long Rest) | A 40-foot-radius cloud of ink extends all around the sharktocrab if it is underwater. | The area is heavily obscured for 1 minute, |
although a significant current can disperse the ink. | After releasing the ink, the sharktocrab can use the Dash action as a bonus action | ||
Reaction | Adaptive Tentacles | Whenever the sharktocrab successfully adapts, | it can use its reaction to make an attack with its tentacles |
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