Crackshell

by qorinthian

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Crackshell

Crackshells are most easily identified by the thick, sticky slime trails they leave behind. These shells of these 10-foot long snails constantly ooze slime, which gives them their names. Unlucky explorers may encounter crackshells in dark caves or in an abandoned dungeon infested with them.

Sticky Traps. To make up for their slow speed, crackshells rely on their sticky slime to trap prey, much like a spider’s web. Careless adventurers who are caught in the slime trails often perish before a crackshell returns to feed on them.

Magical Shells. Crackshells have developed special carapaces that protect them from most harm. Years of slime polish have made them resistant to magic, making crackshells extremely valuable to hunters who can craft the shells into magic-resistant armor. Adventurers who succeed on a DC 15 Survival check may obtain shell fragments from a dead or incapacitated crackshell.

Slime Trail Variants

You may use any of the following additional rules for the crackshell:

Slime Trails. Whenever the crackshell moves, it leaves behind a five-foot wide trail of sticky slime. A creature who walks through the trail must succeed on a DC 12 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Sticky Lairs. The crackshell’s lair is usually filled with existing slime trails that cover most of the surface. The lair is considered difficult terrain.

PATREON | ARIPOCKILY

Art Credit: Gaudi Buendia


Crackshell

Large monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 18 (+4) 4 (-3) 12 (+1) 5 (-3)

  • Damage Resistances acid
  • Condition Immunities prone
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
  • Challenge 6 (2,300 XP)

Magic Resistance. The crackshell has advantage on saving throws against spells and other effects.

Polished Shell. Any time the crackshell is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the crackshell is unaffected. On a 6, the crackshell is unaffected, and the effect is reflected back at the caster as though it originated from the crackshell, turning the caster into the target.

Salt Susceptibility. For each handful of salt thrown on the crackshell, it takes 3 (1d6) necrotic damage.

Viscous Ooze. Each time a creature touches the crackshell or hits it with a melee attack while within 5 feet of it, it is coated with one layer of sticky ooze. A creature can take an action to remove one layer of ooze from its own body or an ally's body. A creature can have up to three layers of ooze, which apply the following effects:

  • 1 layer: the creature's speed is halved.
  • 2 layers: the creature's speed becomes 0.
  • 3 layers: the creature is restrained.

Actions

Tongue. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target gains one layer of Viscous Ooze.

 

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