=== Major Planetary Zones | (Twin) Sections of the Habitual Belt | Regions | Wildlife === ====== SHELLMIRE CRAB ====== {{ :shellmire_crab_gg_scenic_2d.png?200|}} ===== Overview ===== The Shellmire Crab, known as "Taka-Dun" among the [[the_orlanda|Orlanda Tribe]], is an armored forest-floor crustacean native to the dense [[Tropical Forest]] in the [[asari|Asari Region]] of the [[habitual_belt|Habitual Belt]] on [[the_planet_voi_700_d|VOI 700 D]]. Unlike its marsh-dwelling cousin, the [[skyshell_crabs|Skyshell Crab]], the Shellmire prefers shaded undergrowth, where it scuttles beneath dense leaf litter and fallen tree limbs. This resilient scavenger is known for its bark-covered carapace, a unique camouflage adaptation that allows it to blend seamlessly with the forest floor. It feeds on organic debris, contributing to forest decomposition cycles and nutrient recycling. ===== Physique and Appearance ===== * **Size:** 12–16 cm across * **Weight:** 1.2–1.5 kg * **Carapace:** Thick, bark-patched shell with ridged edges for debris retention * **Limbs:** 8 stout legs, 2 broad flat pincers for prying and defense * **Speed:** 0.9 km/h (land), rarely swims ==== Special Features: ==== * **Bark Cloak:** Naturally collects and adheres bark flakes and moss to its shell, providing excellent visual cover * **Reinforced Shell:** Hardened carapace resists moderate crushing force * **Climber Toes:** Micro-hooks on legs allow for scaling roots and tree bases ===== Game Mechanics ===== * **Armor Class (AC):** 14 * **Hit Points (HP):** 10 * **Speed:** 15 ft. (land), 5 ft. (climbing) ==== Attacks ==== * **Pincer Bash:** 1d6 bludgeoning damage * **Debris Toss (Defensive):** Flicks bark and soil in a 10-ft. line (DC 11 Dexterity save or target is Disoriented, -1 to hit until end of next turn) ==== Special Abilities ==== * **Forest Camouflage:** Gains +2 to Stealth while stationary on woodland or bark-covered terrain *** Scavenger's Nose:** Advantage on checks to locate decomposing matter or scent trails * **Hard-Shelled Resolve:** Once per encounter, can reduce incoming damage by 3 (reaction) ===== Behavior ===== * **Diet:** Scavenger (rotting leaves, fungi, carrion, decayed wood) * **Social Structure:** Solitary or in slow-moving loose foraging groups * **Activity Pattern:** Most active after rainfall or in fog ==== Survival Strategies: ==== * **Camouflage Shell:** Perfectly blends with forest mulch and fallen timber * **Freeze Defense:** Freezes in place when predators approach, relying on shell and cover * **Burrow Hide:** Digs shallow retreats under bark or logs during rest hours ===== Reproduction and Lifecycle ===== * **Breeding Season:** Initiated by high humidity spikes and bioluminescent fungal bloom events * **Egg Clutch Size:** 40–70 eggs * **Nesting Sites:** Hollow logs or sheltered burrows beneath root arches * **Hatching Time:** 12–15 days * **Lifespan:** 8–11 years (Estimation) ===== Tactical Advice for Dungeon Masters ===== Shellmire Crabs can introduce atmosphere and tactical opportunities in forest scenarios: * **Stealth Threat:** Adventurers may overlook these creatures until triggered by proximity * **Environmental Hazard:** A startled crab can cause distraction or alert other predators * **Harvestable Resource:** Their thick armor plates are prized by local hunters for crafting stealth gear or reinforced padding ===== Related Pages and Further Information ===== * [[the_planet_voi_700_d|VOI 700 D]] * [[habitual_belt|Habitual Belt]] * [[asari|Asari Region]] * [[tropical_forest|Tropical Forest]] * [[wildlife_of_asari|Known Wildlife of Asari]] **Known Predators:** * [[naka_tula|Naka Tula]]