Sunday, April 10, 2011

"C" is for "The Craw"

The Craw

No. Enc.:  2d6 (6d10)
Alignment:  Neutral
Movement:  90' (30')
   Burrow:  15' (5')
      Swim:  45' (15')
Armor Class:  4
Hit Dice:  9
Attacks:  3 (2 claws, 1 weapon)
Damage:  1d8 / 1d8 and by weapon
Save:  L7
Morale:  10
Hoard Class:  VI, XIV
XP:  3,800

The Craw are sentient crustaceans that dwell in the bayous and marshes of the Mutant Future.  They are "swamp folk" in the truest sense of the term, living as fishermen, trappers, and traders (with some enterprising types working as guides, moonshiners, herbalists, and smugglers).  A Craw stands 4'-5' tall, reaches snout to tail lengths of 10', and weighs between 200-300 pounds.  Each Craw has 10 limbs total, with 4 legs, 4 arms (with hands), and 2 oversized pincers.  Their antennae flail wildly when they speak.

The Craw are plagued by congenital disabilities, such as a savory, predator-attracting scent, a vulnerability to extreme heat (they take an additional +3 Damage per Attack Die), and a collective fear of potatoes and corn.  To compensate, they have evolved certain defense mechanisms (thick carapaces; the Force Screen and Empathy mutations), and they reside in large groups in fortified, water-filled subterranean complexes.
The Craw find the taming of crawdogs to be distasteful.  Instead, they keep small, furred crocodilians known as allicats as pets.
Mutations:    Aberrant Form (Gills and Lungs), Empathy, Force Screen, Frailty (Heat) [D], Natural Armor (Extreme), Phobia (Plants) [D], Prey Scent [D]

Concept by Amy


  1. I tried my best to have her go with something like "The Craydeen" or "The Crawdim" but The Woman would have none of it.

  2. Not to worry. It's a good 'un. There's a lot going on here, and with the links a culture emerging.