Mantis Shrimp Swarm
These carnivorous shrimp are 1d12+3 inches long, depending upon species, and may be drab or brightly colored. They spend much of their time in burrows, waiting for prey to come by, which they ambush and devour. Their most prominent feature are a set of claws, which they can use with devastating speed and power. To determine the type of claws a particular type of mantis shrimp has, roll 1d12: (1 -6) spear -like, (7 -9) club -like, (10 -11) hatchet -like, or (12) spiked club -like. Mantis shrimp are solitary by nature, but if the natural order is subverted through magic, divine interference, alien technology, or other means, the resultant swarms are ominous indeed! Normal mantis shrimp are fairly common, but not normally dangerous to humanoids unless handled incautiously. Giant mantis shrimp are 1d4+3 feet long, and consider humanoids as potential prey items. Their attacks may do special damage based on their claw types, making them best avoided when possible: Spear -like claws: Fort DC 12 or additional 1d8 damage as the claw is withdrawn. Club -like claws: Fort DC 12 or suffer a broken bone (as determined by judge) and 1d3 Agility damage. Hatchet -like claws: Fort DC 12 or take additional 1d4 damage, with each “4” rolled indicating an additional 1d4 damage. Spiked club -like claws: Fort DC 12 or roll 1d3: (1 -2) broken bone (as determined by judge) and 1d3 Agility damage, or (3) additional 1d4 damage, with each “4” rolled indicating an additional 1d4 damage. Other Names: Prawn killer, sea locust, and thumb splitter.
Summary
Init +5; Atk swarming strikes +2 melee (1d3 plus ability damage); AC 16; HD 4d10; MV swim 20’; Act special; SP strike all targets within 20’ x 20’ space, half damage from non -area attacks, ability damage (Fort DC 14 or 1d3 points from Strength, Stamina, or Agility [determine randomly]); SV Fort +4, Ref +10, Will +2; AL N.