Carapacians (Dungeons & Dragonstuck supplement)

Carapacian (pawn)

Small humanoid (Carapacian), any alignment


Armor Class 10
Hit Points 8 (2d6 + 1)
Speed 30 ft.


STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Skills History +0, Perception +2, Survival +2
Senses passive Perception 12
Languages understands Common but can't speak
Challenge 1/8 (25 XP)


Chess People. The carapacian has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of its turns.

Labyrinthe Recall. The pawn carapacian can perfectly recall any path it has traveled.

ACTIONS

Sharp Stick. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Carapacian (knight)

Medium humanoid (Carapacian), any alignment


Armor Class 14 (pumpkin armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 6 (-2) 11 (+0) 10 (+0)

Skills Athletics +0, History +0, Perception +2, Performance +2
Senses passive Perception 12
Languages understands Common but can't speak
Challenge 1/4 (50 XP)


Chess People. The knight carapacian has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of its turns.

Labyrinthe Recall. The knight carapacian can perfectly recall any path it has traveled.

Pumpkin Armor. Due to its use of Pumpkin Armor, the knight carapacian has disadvantage on Dexterity (Stealth) checks.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.


Carapacian (rook)

Large humanoid (Carapacian), any alignment


Armor Class 12
Hit Points 60 (8d10 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 18 (+4) 8 (-1) 15 (+2) 9 (-1)

Skills History +1, Intimidation +1, Perception +4
Senses passive Perception 14
Languages understands Common but can't speak
Challenge 1 (200 XP)


Chess People. The rook carapacian has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of its turns.

Labyrinthe Recall. The rook carapacian can perfectly recall any path it has traveled.

Castling. Once per day, all allies within 10 ft. of the rook carapacian gain a second bonus action.

ACTIONS

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Carapacian (bishop)

Medium humanoid (Carapacian), any alignment


Armor Class 12
Hit Points 23 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0)

Skills Arcana +3, History +3, Perception +4
Senses passive Perception 14
Languages understands Common but can't speak
Challenge 3 (700 XP)


Chess People. The bishop carapacian has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of its turns.

Labyrinthe Recall. The bishop carapacian can perfectly recall any path it has traveled.

Spellcasting. As a conduit for the Medium's power, the bishop carapacian can cast 1st level cleric spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The bishop carapacian has following cleric spells prepared:

ACTIONS

Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

REACTIONS

Spell Reflection. If the bishop carapacian makes a successful saving throw against a spell, or a spell attack misses it, the carapacian can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the bishop carapacian. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.


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Credit: MJL, et al.

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