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Titan

Lobsterfolk

Lobsterfolk

Ability Score Increases

Ability Score Increases are related to your character's background, rather than species.  When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.


Life Span

The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.


Languages

When creating your character, after selecting your class, species, and background, select your known languages.  Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.

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Lobsterfolk are known to be found all throughout Titan. From the moderate climate off the coasts of Erhaus to the tropics of the Serpent's Maw, lobsterfolk can be found. Due to their far-reaching nature, their culture can drastically vary based on the climate. Some Lobsterfolk live exclusively in the deepest depths of the oceans while others have made homes closer to the mainland.


Lobsterfolk are unique in their bodily design compared to other beastfolk. They have a total of 10 legs that run from their low-lying tail all the way to the base of their chest area. Eight of these legs are used exclusively to walk and swim while the top-most pair are equipped with multiple pincers designed to handle and manipulate small objects. Lobsterfolk can live indefinitely, but can easily die from disease or violent means.


Creature Type: Humanoid and Beast.

Size: Medium (about 6–8 feet tall)

Speed: 30 feet, swim 30 feet

Natural Carapace

Your unique crustacean form makes it impossible for you to wear armor,  however, your carapace provides ample protection.  Your AC 17 and can wield a shield as normal.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Amphibious

You can breathe air and water.

Pincer Legs

You have two slightly smaller pincer legs below your claws that can be used like hands, but cannot wield weapons.


Oversized Claws

Lobsterfolk have evolved to have massive claws that are used to protect, attack, and attract mates.  These claws are, however, not well suited for handling most weapons the typical adventurer wields.  You are incapable of using ranged weapons except with those that have the two-handed property and utilize a trigger mechanism (such as a crossbow, light or a musket).  You also cannot use melee weapons except for those with the two-handed property.  These claws cannot take the Utilize action, relying on their Pincer Legs for such things.

While these claws are limiting in the weapons a Lobsterfolk can use, they are incredibly powerful.  These claws can be used to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Immediately after hitting, you can try to grapple the target as a bonus action.  

Strength of the Deep

Lobsterfolk's unique form has made them ideal for carrying, moving, and other manual labor in the oceans.  You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ageless Nature

Lobsterfolk's nature has made them immune to the effects of aging, but are still susceptible to disease, injury, and other means of death.  You do not age, and are immune to magical effects that would alter your age.

*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”

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