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Hermitaur

Small beast (carapaceon), unaligned
Armor Class 14 (natural armor)
Hit Points 49 (9d6 + 18)
Speed 30ft

STR
15 +2
DEX
13 +1
CON
14 +2
INT
6 -2
WIS
10 0
CHA
9 -1

Senses Darkvision 60ft., tremorsense 60 ft., passive perception 10
Challenge 1/2 (100xp)


Scuttle. As a bonus action, the hermitaur can moves up to its half speed in a straight line.


Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage.

Water Beam. Range Weapon Attack. +4 to hit, reach 30/120 ft., one target. Hit 6 (1d8 + 2) cold damage. On a hit, the target must make a DC 12 Constitution saving throw or become poisoned with Waterblight.


 

Hermitaur are hermit crab-like monsters with red carapaces and a thick white shell. The shell is grown by the crab itself; only when they grow much larger, into a Daimyo Hermitaur, will they replace it with a Monoblos skull, or into a Diablos skull. Hermitaurs are related to the Ceanataur, a blue Carapaceon that lives in Volcanic regions.

When they are left undisturbed, Hermitaurs are most often seen picking through sand with their claws, presumably searching for food. Sometimes, a Hermitaur may wait beneath the ground for prey or a hunter to pass, jumping out of the ground and striking them when they walk overhead. A Hermitaur that is burrowed underground can be spotted by the puffs of dust that it regularly spits out.

Beach


Created by

beeromir.

Statblock Type

Monster / Creature

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