Crabtank v.2.0
Image source: reddit (original source unknown)
The Crabtank as a Creature
Suggested by /u/ifandbut, who tagged me in this reddit thread.
The crabtank is a hulking magical abomination built and leveraged by some of the more engineering-minded (and militant) peoples of the elemental plane of water.
The appearance of a crabtank is a rare sight, usually occurring only in the midst of an especially brutal or desperate war. A single crabtank has been known to decisively turn the tide of a battle, and if one side manages to field a squadron of them, it makes for a nigh-unstoppable force.
Two or more crabtanks squaring off against one another in battle is truly a sight to behold, as arcane blasts from range eventually give way to savage blows with claws and feet as they close into a cacophonous melee.
However, if one can get in close enough, often the most apt means of stopping one of these war machines is to board it
and assault its crew. The added bonus to this method of course being that, should you succeed, you can take control of the might vehicle for yourself.
Blind Obedience. When its crew is onboard to command it, a crabtank performs flawlessly. If the crabtank's crew leaves, it continues to follow its last orders to the best of its ability. When it completes or can’t fulfill its orders, or if it is not given instructions a crabtank does nothing other than wait for a crew to return and defend itself from attackers.
A crabtank can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.
Constructed Nature. A crabtank doesn’t require air, food, drink, or sleep.
Crew. The crabtank's Challenge Rating increases from 17 to 19 (22,000 XP) while it is fully-manned.
Crabtank
Gargantuan construct, unaligned
Armor Class 21 (natural armor)
Hit Points 290 (20d20 + 80)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 6 (-2) 19 (+4) 1 (-5) 12 (+1) 3 (-4)
Saving Throws Str +13, Con +10, Cha +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 30 ft., darkvision 120ft., passive Perception 11
Languages understands one language spoken by its pilot but can't speak
Challenge 17 (18,000 XP)
Command Crew. The crabtank's armored carapace is hollow, and can contain up to 4 Medium or smaller creatures. Any creatures inside the crabtank have total cover against attacks and effects originating from outside it. Additionally, there are two external rotating turrets that provide three-quarters cover to their occupants, and a 15-foot square of uncovered outer deckspace to accommodate exterior passengers. If the crabtank is knocked prone, each crew and passenger not fully inside of it must succeed on a DC 15 Dexterity saving throw or be thrown from its hull, landing prone in a space within 5 feet of it.
The crabtank has four interior stations, which appear as seats with mystical command orbs, each of which can be manned by a single creature, and a creature can only man one of these stations at a time. A creature touching an orb can use its action to use that station, assuming the crabtank's senses until it is no longer touching the orb, and using the associated abilities:1. Pilot. Uses the crabtank's movement, as well as up to two Stomp attacks. The pilot can also issue the crabtank a single command, which the crabtank will obey autonomously to the best of its ability when not piloted.
2. Claws. Uses the crabtank's claws, manipulating them and making up to two Claw attacks, or instead using them as a shield, granting the crabtank +2 to its AC until the start of its next turn.
3. Arcane Blaster. Uses the crabtank's Arcane Blaster action, if recharged. The creature can use its own Dexterity or Intelligence modifier with proficiency to make the attack roll, if it wishes, instead of the crabtank's attack bonus.
4. Arcane Bolter. Uses the crabtank's Arcane Bolter attack, if recharged. Can also use its Ink Cloud ability as part of the same action.All-Terrain Vehicle. The crabtank ignores difficult terrain not caused by an ongoing magical effect.
Echolocation. The crabtank can't use its blindsight while deafened.
Facing. The crabtank is not particularly maneuverable, especially while walking on land. While not swimming, the crabtank can't pivot easily, and must therefore spend 5 feet of movement for every 45 degrees it rotates. It can only use its attacks on targets within a cone projected directly in front of it, except for its stomp which can only be used on targets in similar cones projecting 90 degrees to either of its sides, and its arcane turret, which can be used on any targets within range and line of sight, as normal.
Magic Weapons. The crabtank's weapon attacks are magical.
Seige Monster. The crabtank deals double damage to objects and structures.
Stable. Whenever an effect knocks the crabtank prone, it can make a DC 21 Constitution saving throw to avoid being knocked prone. If the crabtank is knocked prone, roll a die. On an odd result, the crabtank lands on one or more of its own legs and is pinned. While the crabtank remains pinned, its speed becomes 0, and it automatically fails Dexterity saving throws. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
Actions
Multiattack. If none of the crabtank's weapons have been used by its crew since the end of its last turn, The crabtank makes four melee attacks, up to two of which can be claw attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). The crabtank has two claws, each of which can grapple only one target.
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. After using this attack, the crabtank's ranged attacks are made at disadvantage until the end of its next turn.
Arcane Blaster (Recharge 6). Ranged Weapon Attack: +10 to hit, range 200/800 ft., one target. Hit: 13 (2d12) force damage plus 13 (2d12) fire damage. Hit or miss, the target and each other creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take half as much damage.
Arcane Bolter (Recharge 2–6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., each target within a 10-foot cube in range. Hit: 13 (2d12) force damage.
Arcane Turret. Ranged Weapon Attack: +10 to hit, range 45/180 ft., one target. Hit: 11 (2d10) force damage. Can only be used as an action by a creature within a turret.
Ink Cloud (2/Day). The crabtank deploys a volley of small perforated eggs filled with black ink, which disperse an ink cloud in a 30-foot cube projected outward in front of it, functioning both above or below the surface of the water. The area is heavily obscured for 1 minute, although a significant current or wind disperses the ink.
The Crabtank as a Vehicle
Using the stat block below, you can use the crabtank as a vehicle, instead of as a creature.
The rules for vehicles, as well as several sample vehicle stat blocks, can be found in Appendix A of the Ghosts of Saltmarsh book published by Wizard of the Coast.
Crabtank
Gargantuan vehicle (35 ft. by 35 ft.)
Creature Capacity 6 crew, 9 passengers
Cargo Capacity 30 tons
Travel Pace 4 miles per hour (90 miles per day)
STR DEX CON INT WIS CHA 25 (+7) 6 (-2) 19 (+4) 1 (-5) 12 (+1) 3 (-4)
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses blindsight 30 ft., darkvision 120ft. (the crabtank can only see in a 180-degree arc in front of it), passive Perception 11
Languages understands one language spoken by its pilot but can't speak
Actions
On its turn the crabtank can move and use each of its manned control stations. The crab has a very simple autonomy, following the last command it was given by its captain to the best of its ability until that command is completed or is not possible. While not commanded, the crabtank stands idle, defending itself if attacked.
On each of its turns, the crabtank itself can take two actions with any of its unmanned stations in the pursuit of completing a given command. The crabtank can only use an Arcane Turret while it is manned.Captain the crabtank can use its captain control.
Legs. The crabtank can use its helm control.
Claws. The crabtank can use its claw control.
Armaments. The crabtank can use its armament control.
Arcane Turret. The crabtank can fire each of its arcane turrets that is manned by a crew member.
Hull
Armor Class. 20
Hit Points. 300 (damage threshold 10)The crabtank's hull provides total cover to its control stations and any crew members manning them. This is reduced to three-quarters cover if the hull has taken 100 or more damage, or half cover if the hull has taken 200 or more damage.
The hull can be sealed or unsealed as an action by any of its occupants. While sealed, the crabtank's interior is air-tight if it has taken less than 100 damage and magically provides an adequate supply of fresh air to its occupants.
The exterior of the crabtank's hull is approximately 15 feet square. Any number of creatures that can fit together within this space can ride on the crabtank's hull, but are not provided any cover while doing so. If the crabtank falls prone, any creatures riding on the hull's exterior must succeed on a DC 15 Dexterity saving throw or be thrown from the crabtank, taking 7 (2d6) bludgeoning damage and landing prone in an unoccupied space within 5 feet of the crabtank.
Control: Captain
Armor Class. 16
Hit Points. 25Make a Wisdom (Perception) check using the crabtank's senses or use the crabtank's ink cloud countermeasure. If manned by a crew member, they can do both. A crew member using the crab's senses can see in all directions.
Control: Helm
Armor Class. 16
Hit Points. 25Use the crabtank's legs to move up to the crabtank's speed with one turn up to 90 degrees and make up to two attacks with its legs. If manned by a crew member, they can do both. If the crabtank doesn't move this turn, the crew member can instead use the crabtank's legs to make four attacks.
Control: Claws
Armor Class. 16
Hit Points. 25Make an attack with the crabtank's claws or use the claws' defensive maneuver. If manned by a crew member, they can instead make up to two attacks.
Control: Armament
Armor Class. 16
Hit Points. 25Make an attack with the crabtank's arcane blaster or arcane bolter, given that either is recharged. If manned by a crew member, they can do both.
Crabtank, continued
Movement: Legs (8)
Armor Class. 17
Hit Points. 60 (damage threshold 5); -5 ft. speed for each leg destroyed
Speed (walking). 40 ft.; 30 ft. while underwater, along the floorThe crabtank's speed is halved when not moving sideways. The crabtank has four legs on either side of its hull. If three or more legs on the same side are destroyed, the tank falls prone and is immobilized. The crabtank can't make more attacks with its legs on a turn than half its remaining number of them.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. After using this attack, the crabtank's ranged attacks are made at disadvantage until the end of its next turn.
Weapon: Claw (2)
Armor Class. 21
Hit Points. 120 (damage threshold 15)Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Each of the crabtank's claws can grapple only one target.
Defensive Maneuver: Until the start of the crabtank's next turn, any attacks targeting it from a 90-degree arc in front of it are forced to target one of the crabtank's claws, chosen by the attacker. The crabtank also gains advantage on any Strength or Dexterity saving throws it makes against harmful effects originating from that arc.
Weapon: Arcane Blaster
Armor Class. 18
Hit Points. 50(Recharge 6). Ranged Weapon Attack: +10 to hit, range 200/800 ft., one target. Hit: 13 (2d12) force damage plus 13 (2d12) fire damage. Hit or miss, the target and each other creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take half as much damage.
Weapon: Arcane Bolter
Armor Class. 16
Hit Points. 40(Recharge 2–6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., each target within a 10-foot cube in range. Hit: 13 (2d12) force damage.
Weapons: Arcane Turrets (2)
Armor Class. 23 (natural armor)
Hit Points. 60 (damage threshold 5)Ranged Weapon Attack: +10 to hit, range 45/180 ft., one target. Hit: 11 (2d10) force damage.
Countermeasure: Ink Launcher
Armor Class. 20 (natural armor)
Hit Points. 50 (damage threshold 5)(2/Day). Deploys a volley of small perforated eggs filled with black ink, which disperse an ink cloud in a 60-foot cube projected outward in front of it, functioning both above or below the surface of the water, if present. The area is heavily obscured for 1 minute, although a significant current or wind disperses the ink.