Internet Detritus Monstrous Compendium Supplement 1: Skeleton Jelly


Medium aberration (ooze)
AC: 13; a creature that strikes the skeleton jelly in melee must make a Strength check or the object used for the attack becomes stuck in the jelly.
Hit Points: 2 – 20
Movement: As a normal, unencumbered human.
Slimy fist +2 (1d4 bludgeoning damage + 1 acid damage per round until neutralized).

Weird things happen in dungeons – sometimes when an ooze digests a humanoid, it assimilates some of the creature’s genetic memory and gets confused. The ooze coalesces around the indigestible remains and thinks it’s people.

In low-light conditions, a skeleton jelly might be confused for a zombie or some other form of undead.

I Got Crabs (New Monsters)

Here in Maryland, steamed blue crabs are the iconic summertime dish. Here are three crustaceans to give your PCs indigestion.

Small beast, unaligned
Number Appearing: 1d4+2
Armor Class: 
Hit Dice: 3d8
Speed: 10 ft., 60 ft. flying, 60 ft. swimming

 12 | DEX: 18 | CON: 10 | INT: 3 | WIS: 12 | CHA: 3

Raking Claws: melee attack +4 (2d6+2 slashing damage).

Buffeting Distraction: a creature that suffers damage from a crawbat’s melee attack also has Disadvantage on their next attack roll, skill check, or ability check.

The crawbat is an amphibious, flying crustacean that inhabits estuaries, mangroves, and other bodies of brackish water.

Medium beast, unaligned


“Crab Creature,” by Bryre Rehm

Number Appearing: 1d3
Armor Class: 17
Hit Dice: 6d8
Speed: 40 ft., can leap 20 ft.


STR: 15 | DEX: 16 | CON: 13 | INT: 3 | WIS: 12 | CHA: 3

Crushing Mandibles: 
melee attack +6 (1d8+2 piercing damage).

Headbutt: melee attack +6 (1d6+2 bludgeoning damage), target must succeed a Strength saving throw or be knocked prone.

Go for the Jugular (Recharge 5-6): the scuttle-thug leaps (up to 20 ft.) at a target, who must succeed a Dexterity or Strength saving or be knocked prone and grappled. The scuttle-thug then automatically succeeds a crushing mandibles attack.

Scuttle-thugs are aggressive, wolf-sized crustaceans that prowl beaches and river banks.

Large aberration, chaotic evil


illustration by Hue Teo

Number Appearing: Solitary (possibly unique)
Armor Class: 15, immune to poison and disease
Hit Dice: 7d10
Speed: 30 ft., 20 ft. swimming

STR: 19 | DEX: 9 | CON: 16 | INT: 5 | WIS: 10 | CHA: 3

 The carcinotaur makes two gnarled pincer attacks.

Gnarled Pincer: melee attack +8 (1d8+4 bludgeoning damage).

Metastatic Regeneration: At the start of each turn when the carcinotaur has less than full hit points, roll 1d4-1; a result of 1, 2, or 3 indicates it regains that many hit points. A result of 0 indicates that the carcinotaur manifests a spontaneous mutation (roll 1d6):

  1. Chitinous Overgrowth – Armor Class permanently increases by 1.
  2. Lymphatic Eruption – Adjacent creatures must make Con save to avoid being sickened.
  3. Synaptic Spasm – The carcinotaur makes an additional attack this round.
  4. Toxic Cyst – A pustule full of metabolic waste forms; the next creature to hit the carcinotaur with a melee attack must make a Dex save to avoid taking 1d10 acid damage.
  5. Attack Teratoma – A tumor animates and leaps off the carcinotaur. It acts last in the initiative order, has 1 HD, can move up to 15 feet per round, and has a single melee attack dealing 1d6 damage.
  6. Adrenal Surge – The carcinotaur moves up one spot in the initiative order.

Hit points lost from radiant damage cannot be regenerated.

A horrible amalgation of human and crab, the carcinotaur might be pathetic if it were not so loathsome.