My Dad’s Monster Manual – Bulette
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Thank you all so much for your kind responses and sign ups to playtest My Dad’s Monster Manual. I should have a nice batch of critters coming in Feburary for everyone. In the meantime, how about another preview? Here’s my dad’s take on the bulette!
Clam Orcs (Bulette)
This is armor. There’s a creature inside here.
Lucian J. Introcaso
Clam orcs are pink aquatic humanoids that grow to be between two and three feet tall. The intelligent but physically weak humanoids use magic to grow armor they spend most of their wearing.
Magic Invention. Because of their ocean habitat, clam orcs cannot make crafts with fiery forges. Instead they use magic rituals that allow them to shape and grow flexible seashells as impenetrable as steel called brinehull. The orcs craft brinehull into fortified homes, tools, weapons, and the suits of armor clam orcs wear.
Vulnerable Without Armor. Sharks, plesiosaurs, orcas, and other aquatic predators find clam orcs easy prey out of their armor. These beasts know to stay away from this unique exoskeleton that bonds with the clam orc when donned, giving the humanoid protection, enhance strength, longer survivability, claws, and bite attack. Brinehull armor is magically enchanted so only clam orcs can bond with it.
Hidden and Protective. Clam orcs keep their homes on the floor of murky, shallow seas. They like to stay hidden, especially from other humanoids who would steal their brinehull growing and crafting techniques. Visitors in clam orc communities are treated with trepidation at best. The beings are quick to destroy anything they see as a potential threat.
When clam orcs face a threat they cannot overcome, they are willing to trade brinehull for mercenary services.
Clam Orc
Small humanoid, neutral
Armor Class 11
Hit Points 10 (3d6)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 12 (+1) | 10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) |
Skills Arcana +5
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Orc
Challenge 1/8 (25 XP)
Hold Breath. While out of water, the orc can hold its breath for 30 minutes.
Innate Spellcasting. The orc’s spellcasting ability is Wisdom (spell save DC 13). The orc can innately cast the following spells, requiring no material components:
At will: mending
1/day each: fabricate, creation
Water Breathing. The orc can only breathe underwater.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Armored Clam Orc
Small humanoid, neutral
Armor Class 18 (brinehull armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) | 14 (+2) | 12 (+1) |
Skills Arcana +5
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Orc
Challenge 2 (450 XP)
Hold Breath. While out of water, the orc can hold its breath for 30 minutes.
Innate Spellcasting. The orc’s spellcasting ability is Wisdom (spell save DC 13). The orc can innately cast the following spells, requiring no material components:
At will: mending
1/day each: fabricate, creation
Water Breathing. The orc can only breathe underwater.
Actions
Multiattack. The orc makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
What Do You Think?
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Jack Hill
January 30, 2020 @ 4:30 am
Would they not become Large with the armor to reflect the original monster? Or does armor just surround the small creature to maintain it’s size?