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Magma Crab

Adversaries Designed by LedoMovuct • Art by Piper Thibodeau

Adversary overview

A small crab that leaves an incandescent trail.

Stat block

Tier
2
Type
Minion
Difficulty
13
HP
1
Stress
1
Attack mod
-1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
1
Major Damage — Mark 2 HP Major
Mark 2 HP
1
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Small pincers
Range: Melee
Damage: 4
Attack Mod: -1
Damage Type: Physical

Features

Passives

  • 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.

  • 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.

  • 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

  • Group Attack
    fear 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

  • Burning

    When a creature within Melee range deals damage to the Magma Crab, they take 1d6 direct magic damage.

Motives & tactics

Camouflage Ignite Move closer

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.

Discussion

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