Large beast, neutral

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 30 ft.

17 (+3) 8 (-1) 14 (+2) 3 (-4) 9 (-1) 3 (-4)

Damage Immunities poison
Condition Immunities poisoned
Skills Perception +1, Stealth +1
Senses blindsight 30 ft., passive Perception 17
Challenge 3 (700 XP)

Special Traits

  • Amphibious. The karkinos can breathe air and water.
  • Shell Camouflage. While the karkinos remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.


  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The karkinos has two claws, each of which can grapple only one target


This giant crab blends in with the swamp muck, but it’s larger than a man and even more aggressive.

Karkinos are crabs that have symbiotic relationships with hydras. They clean hydras and eat carrion they leave behind. Karkinoi will defend their host if sufficiently provoked.

Sacred to Hera. Karkinoi are often employed as tools of Hera’s vengeance. Although they are not particularly powerful opponents, they are dangerous in groups or when paired with other creatures. Hera is fond of sending swarms of them after sleeping heroes who rest too close to the shore or in swamps.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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