Crabman (Article Race)

:For other Crabman, see Crabman (disambiguation).
==Crabman (Dragon Magazine #250)==
Ability Score Adjustments Crabmen are strong and hardy (receiving a +1 bonus to their Strength and Constitution scores), but they are somewhat slow-witted, socially backward, and unattractive to other races (-1 to Intelligence and Charisma).
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	8 	18
Dexterity 	3 	17
Constitution	9 	18
Intelligence	3 	13
Wisdom 	3 	15
Charisma 	3 	17
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	12
Ranger 	—
Paladin 	—
Wizard 	
Mage 	—
Illusionist 	—
Priest 	
Cleric 	—
Druid 	—
Shaman 	9
Witch Doctor	—
Rogue 	
Thief 	—
Bard 	—
Crabmen may be multiclassed as fighter/shamans.
Hit Dice. PC crabmen receive hit dice by class.
Alignment. Crabmen tend toward neutrality. PC crabmen may be of any alignment.
Natural Armor Class. 4. Crabmen cannot wear armor.
Background. Crabmen are humanoid crustaceans native to seacoasts in temperate to tropical climes. Unlike their smaller crustacean cousins, crabmen have only three pairs of limbs-two legs on which they walk upright, two short arms with small claws for manipulation, and two longer arms with thick, heavy claws. They have a hard exoskeleton covering their entire body, extended into a large shell on their backs. Males tend toward bright red or orange coloration, while females are usually red-brown, green, or black. They have two eyestalks that can extend a foot out from their bodies or retract completely inside their shells. They also have four feelers, two very long and two short, that they use to assist their weak eyes in sensing their environment. They have been known to reach sizes as large as 10 feet tall, but 7–8 feet is their more common stature.
Crabmen live in tribes that migrate from beach to beach with the change of seasons. On sand and in shallow coastal waters, they subsist by scavenging carrion and gathering algae, only occasionally capturing live prey. They make seasonal homes in sea caves on the coast, sometimes extending the natural caverns into extensive burrow complexes.
Languages. Crabman. When speaking other languages, crabmen can be very difficult to understand because of the hisses and clicks they insert even when speaking another language.
Roleplaying Suggestions. It usually requires extraordinary circumstances to bring a crabman character in contact with a party of humans and demihumans for even a short mission. Some crabmen are very inquisitive, but even they tend to distrust the "out-of-shellpeople" and steer clear of them.
Crabmen are primitive by human standards, living in the equivalent of a hunting-gathering society. They have no concept of money, and while they like shiny metal, they cannot distinguish between different silver-colored metals. They often work metal into elaborate sculptures, incorporating driftwood, seashells, and other scavenged items into the overall designs. PC crabmen are likely to bewilder their companions with their complete disregard for human standards of value.
Special Advantages. Crabmen are amphibious, able to move on land (MV 9) or underwater (MV 6) with equal ease, and to breathe either air or water at will. Crabmen can attack with their claws twice per round, inflicting 1-6 hp damage with each hit.
Special Disadvantages. Crabmen cannot use weapons or wear armor. They are completely different from humans in physiology and mentality, and they are somewhat xenophobic. The normal social hindrances that face humanoid characters should be even more problematic for crabmen.
Monstrous Traits. Monstrous appearance, difficulty communicating.
Superstitions. Crabmen are very religious and inclined to see omens from their deities just about everywhere.
Weapon Proficiencies: None. Crabmen cannot use weapons in their claws.
Nonweapon Proficiencies: Alertness, ancient history (crabmen), animal lore, artistic ability (sculpture, woodcarving), blind-fighting, chanting, danger sense, direction sense, eating, fortune telling, hiding, intimidation, local history, natural fighting, poetry, religion, survival (aquatic), weather sense, weaving, whistling/humming, wild fighting.
Available Kits: (Warrior) tribal defender, wilderness protector, (priest) oracle, wandering mystic.
Average Height and Weight: Height: 96/84 +2d12. Weight: 200/180 + 4d12.
Age: Starting Age: 3 + 1d4. Maximum Age Range: 15+2d4. Average Maximum Age: 20. Middle Age: 7 years. Old Age: 10 years. Venerable: 15 years.
Maximum Functioning Depth: 500: feet.
Vision: x1.25
Note: The adventure "Back to the Beach," by Willie Walsh (DUNGEON® Adventures #50), presents an excellent portrayal of crabman culture and human reaction to these creatures.
Category:Dragon Magazine Race Articles