Size:
Large
Type:
Monstrous Humanoid
Form:
... that walks like a man
Temper:
brutish, predatory
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground: 1
Climb/Arboreal:
Flight:
Swim:
Benthic: 1
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +6 to hit, 10 ft. reach, one target. Hit: 19 (3d8 + 6) bludgeoning damage. Instead of dealing damage, the karkinoi can grapple the target (escape DC 15).
Action
Multiattack
The karkinoi makes two claw attacks.
Special
Constrict
A karkinoi can only have two creatures grappled at once. If a creature is grappled by the karkinoi at the beginning of its turn, it takes 22 (4d6+6) bludgeoning damage.
Special
Sideways Scuttle
Whenever the karkinoi takes the Dash action, it can move twice its normal movement speed.
Special
Water Dependency
A karkinoi can only breathe underwater but can hold its breath out of water for 3 hours.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
claw
13 (1d10+9/19-20 plus
Special (Ex)
Sideways Scuttle
Special (Ex)
Water Dependency

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Constrict
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Constrict
Sideways Scuttle When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.
Special
|Constrict
This creature can survive out of the water for only 1 hour per point of Constitution.
Special
|Constrict
Water Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Improved Critical (claw)
Action
Feat 3
Power Attack
Action
Feat 4
Vital Strike
Action
Melee 1
claw +13 (1d10+9/19-20 plus grab)
Action
Melee 2
slam +13 (1d6+6)
Special
Sideways Scuttle (Ex)
When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as long as it does so in a straight line. It can do this whether it is walking or swimming.
Special
Water Dependency (Ex)
A karkinoi can survive out of the water for 1 hour per point of Constitution. Beyond this limit, it runs the risk of suffocation, as if it were drowning.
Monstrous hunters and bullies of the ocean depths, karkinoi are hulking crab-like humanoid brutes that live only to destroy creatures that dare cross their path and then feed on the corpses of the vanquished. While karkinoi can walk on land, they do not enjoy long periods away from the sea, as they dry out, crack, and eventually suffocate. Karkinoi stand over 9 feet tall and weigh over 800 pounds.
Brutal. Though not mindless, they have no inclination to build civilizations or even settlements, living in roving gangs or nomadic tribes. The tools they use in their more humanoid appendages are always scavenged, usually from victims, and are discarded when broken or of no more immediate use.
Pursuits such as crafting, learning, and diplomacy are a waste to them; they see these as the activities of food-creatures not strong enough to see the world as it is-a stage for domination, feeding, and spawning. Even when these brutes band together, it is usually to spawn or to face sources of food that are too strong for only one or two karkinoi alone.
Shore Raiders. Large hordes of karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much damage as possible before dragging their meals into the sea.
They make such attacks night after night until the settlement is destroyed or the resistance becomes too fierce, at which point the horde disbands and each karkinoi makes its own way in the sea.
Coastal raids are part of the karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs and serve as food for karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders.
5e SRD