Magma Crab
Adversary overview
A small crab that leaves an incandescent trail.
Stat block
Standard attack
Features
Passives
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Minion (6)
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.
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Creeping Magma
The Magma Crab move within Close range as their normal movement. They burn everything on their path and ignite any flammable object they touch.
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Depth Hive Mind
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.
Actions
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Group Attackfear 1
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.
Reactions
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Burning
When a creature within Melee range deals damage to the Magma Crab, they take 1d6 direct magic damage.
Motives & tactics
Experiences
Magma Crab
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:
Features
Minion (6) – Passive: 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.
Group Attack – Action: 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.
Creeping Magma – Passive: The Magma Crab move within Close range as their normal movement. They burn everything on their path and ignite any flammable object they touch.
Burning – Reaction: When a creature within Melee range deals damage to the Magma Crab, they take 1d6 direct magic damage.
Depth Hive Mind – Passive: 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.
Magma Crab
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Magma Crab Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.