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?

So how did Pop do? Let me know in the comments below.

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