5e SRD >Creatures >

Shell Folk

Medium humanoid, chaotic neutral

Armor Class 10 (+1 to +6 depending upon shell size and durability; see below)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 9 (–1) 12 (+1) 10 (+0)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +3, Survival +3
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses tremorsense 60 ft., passive Perception 13
Languages Shell Folk
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Biological Mental Dissonance. Shell folk are crustaceans and do not think or reason in the same way as other species. They are immune to being charmed or frightened and to psychic damage. Additionally, they have advantage on saving throws against spells from the school of Enchantment.
  • Armored Shell. As their name suggests, shell folk use large shells or other objects as armor. A shell provides its wearer with a bonus to Armor Class ranging from +1 to +6 depending upon its size and durability. Most shells provide a +2 bonus, while larger and more durable shells are worn by older, stronger, and more skilled shell folk.
  • Crustacean Language. The shell folk’s language is an incomprehensible collection of clicks, clacks, and hisses. Any non-shell folk creature attempting to learn the language must succeed on a DC 20 Intelligence check or be unable to learn the language. This check can be made again after six additional months of study.

ACTIONS

  • Multiattack. A shell folk makes one Spear and two Pincer attacks.
  • Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
  • Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The shell folk has two pincers, each of which can grapple only one target.

ABOUT

Shell folk are a peaceful race of crustaceans who make their living by hunting and fishing in warm, shallow coastal waters. They live in small communities, usually numbering a dozen or so, led by their oldest and most accomplished hunters. Though their nature is closer to crabs and lobsters than to warm-blooded species, the shell folk are indifferent to outsiders and can sometimes be persuaded to trade, offering merchants fish and other harvested goods in exchange for metal tools, weapons, and other durable goods. Shell folk also place little value on gems and precious metals, and may also be willing to give up these outwardly “useless” trinkets in trade.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games