Crackleshell

Much like the Dracoturtles, the Crackleshell are a split in the evolutionary line of them, forgoing their water abilities and taking on traits to let them thrive in volcanic areas. Crackshells make fearsome predators of the hot environment they live in.


ASI - One +2 and One +1 or Three +1s

Size - Medium, your average size is 12-14ft tall.

Creature Type: Your creature type is Humanoid.

Languages: You speak Common, Draconic, and one more language of your choice.

Movement: You have a base movement speed of 25ft.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Natural Weapons: You have gained sharp claws to help you survive in the harsh hot environments. Your unharmed strikes deal smashing damage and are 1d6+STR Mod.

Fire Blast: When you take the Attack action on your turn, you can replace one of your attacks with a blast of a small fireball anywhere within a 20ft radius centered on yourself, exploding in a 5ft radius. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Fire Blast a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lava Bather: Your scales have grown accustomed to the dense fluidity of lava, allowing you to safely traverse through it without taking damage.

  • Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +2 bonus to your AC, and you have Immunity to fire damage. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only actions you can take is a bonus action to emerge from your shell or action to use propel action while in lava.


  • Propel: Can move up to 15 feet in a straight line without using movement.


  • Spiked Shell: You have a Natural AC 16. You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. However, in trade for a lower AC compared to their relatives, the Dracoturtles, whenever a creature makes a melee attack within 5ft against you, they take 1d4 Piercing Damage.

    Made by mr.chaos2004

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