Dire Mantis Shrimp

**Dire Mantis Shrimp** are larger, more powerful descendants of the mantis shrimp that live in the coastal waters of the Southwestern Fringe. They have grown tougher as well as more intelligent than normal mantis shrimp, presumably due to the experimentation of the Thunderfleet and other such local scientists or animal breeders.

## History

Mantis shrimp have always been native to the Southwestern Fringe, their appearance and utility as food appreciated by the beauty-loving natives of the country.

At some point in the far past, it's presumed either the Thunderfleet or some other breeders of some sort attempted to create larger, more powerful shrimp. The reason for this is unknown, but the resulting Dire Mantis Shrimp were as beautiful as they were deadly. An unintended side effect of breeding them to this caliber was increased intelligence, causing them to become more of a pest than anything else. Their ability to flip over boats and use basic tools is especially frustrating to fishermen caught unawares.

## Description

The dire mantis shrimp is a large crustacean. They have elongated bodies with several legs alongside them, coated in a thin layer of fur to protect from the icy winters of the Fringe. Their front-most region consists of two round eyes, a series of feeler antennae beneath them, and two feather-shaped claws beneath those that can deliver a powerful punch or scratch if needed. Their backs and claws are covered in a thick carapace that comes in all colors of the rainbow, intensely vibrant and intricate in design and often with spots or gradients in color.

Their eyes are immensely powerful, apparently able to see more colors and detail than any other bestial creature in the Big Stretch.

### Size Variation

Recently hatched dire mantis shrimp, called shrimplets, are about the size of a dog, growing to the size of an average humanoid by adulthood. It's very rare, but reported sightings and captures of even larger Dire Mantis Shrimp have been reported from time to time.

The largest Dire Mantis Shrimp in recorded history is Bubba, a towering beast of a shrimp about 20 ft in length from eyes to the tip of the tail. It destroyed three trawling ships off the western coast of the Fringe before it was finally captured by a couple of silver dragons and brought to the Whiteshock Citadel. It is unknown how it got it's immense size, but after it was recovered it was brought to a taxidermist and is still on display at the Shikari Hearts Pub in the capitol city.

### Eggs

Standard eggs are semi-transparent and about 2-3' in diameter. They have a slight iridescence, something that's hard to detect in the caves they are typically laid in.

## Abilities

### Physical Abilities

Dire Mantis Shrimp have two powerful primary claws. Depending on their upbringing & size, this can function as more of a blunt "punch" or sharp "slash"- either way, the strikes tend to come in sets of 2-3 and deal additional thunder damage on top of the default slashing or bludgeoning.

### Magic Abilities

Particularly powerful dire shrimp seem to have the ability to stun or even blind foes with their strikes, but such a talent seems to be rather rare and typically only seen in shrimp found further from the coastline.

## Ecology

The eggs of a dire mantis shrimp come in clusters of 10-50, laid in communal dens and guarded by cycling patrols of parents in order to protect the young from hungry predators. Upon hatching, the parents depart, leaving the young to fend for themselves. Many don't survive, but those who do are quick to learn how to use their terrain and their abilities to defend themselves.

Upon growing to adulthood and obtaining the carapace that defends them from weaker attacks, Dire Mantis Shrimp are solitary hunters, only meeting to mate.

Rarely, older Dire Mantis Shrimp are observed "teaching" their young, the young of others, or even other sea life, protecting them from danger while displaying their abilities for observation.

## Notable Oneshot/Campaign Appearances

Dire Mantis Shrimp first appeared in the oneshot Hook, Line, & Sinker. Bitterblue managed to catch one, turning it into a useful item.

Another, particularly swift-footed shrimp appeared in Hook, Line, & Sinker II: Keepin it Reel, where it managed to push Flynn out of his boat and had a confrontation with the tiefling before he was able to slay it with a well-placed dagger.

## Utility

Aside from having plenty of delicious meat that can be harvested from them, Dire Mantis Shrimp have a variety of useful body parts that can be used as raw materials for magic items it put in the right hands.

The general power suite of the items created with the parts of a mantis shrimp can include superior vision/eyesight, powerful/fast punches or strikes, beautiful highly saturated colors/illusions, etcetera.

### Bracelets of the Mantis Shrimp

*Wondrous Item (two bracelets, to be worn on either wrist), uncommon, requires attunement*

These twin bracelets are carved out of the iridescent carapace of a Dire Mantis Shrimp, with a piece of their claw as center points and magical foci for the item itself. The bracelets work together as one item, and must be kept together to utilize their arcane abilities.

The bracelets have three charges, regaining all expended charges daily at dawn. When a creature you see within 60 ft of you damages you while you are wearing these bracelets, you may use your reaction and expend one charge to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 thunder damage on a failed save, or half as much on a successful one.

### Coruscating Bandolier

*Wondrous Item (bandolier), uncommon (requires attunement)*

This enchanted bandolier is made of the carapace of a dire mantis shrimp, giving it a scintillating sheen. The shell-like cups can comfortably hold up to 6 daggers or dagger-sized objects. Though it does not enhance the items it houses or the attacks made with them, the cups can shoot out slightly in the direction of the hands of their wielder, allowing them to withdraw or put away items in it as a free action.

Withdrawing or putting away items from the bandolier does not trigger an attack of opportunity.

When attuned to the Coruscating Bandolier, the wearer obtains a swim speed of 20 ft. Additionally, once per day as a bonus action the wielder may make two attacks using items within the bandolier, similar to a *flurry of blows*. The ability recharges the following dawn.