Magma Crab
A small crab that leaves an incandescent trail.
Motives & Tactics: Camouflage, Ignite, Move closer
A small crab that leaves an incandescent trail.
The Minion is defeated when they take any damage. For every 6 damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.
The Magma Crab move within Close range as their normal movement. They burn everything on their path and ignite any flammable object they touch.
These creatures are part of the Depth Hive Mind. They have advantage to resist effects affecting their minds.
If they are cut from it, they fall to their basest instincts.
Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.
When a creature within Melee range deals damage to the Magma Crab, they take 1d6 direct magic damage.
Tier 2 minion
A small crab that leaves an incandescent trail.
Motives & Tactics: Camouflage, Ignite, Move closer
Difficulty: 13 | Thresholds: 1/1 | HP: 1 | Stress: 1
ATK: -1 | Small pincers: Melee | 4 Physical
Experience: —
HP:
STRESS:
A small crab that leaves an incandescent trail.
Motives & Tactics: Camouflage, Ignite, Move closer
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No subclasses available.
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