The ShadowWell Wars
The crabfolk are large and bulky humanoid crustaceans with thick outer shells similar to the much smaller non-man crab. They possess large powerful claws with high splitting power. Under these, they have a smaller pair of claws that are used for grooming and other more delicate actions such as writing or eating.
These creatures have just recently risen from the depths of the ocean, and much of their culture is unknown. What is known, however, is that they came from an underwater canyon deep below the surface. They claim to have dug into the sides of the canyon to make crude burrow like dwellings.
On the surface, crabfolk are taken with great caution due to their odd and mildly terrifying nature. Inns have been known to outright refuse crabfolk service out of fear, racism, or both. This bothers the crabfolk little, as they have grown used to social segregation due to their time in their deep-sea canyons.
Crab-like humanoids with large claws and great strength.
Ability Score Increase. Crabfolk are very hearty due to their rough living. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Crabfolk are considered adults by their late teens and can live for around 150 years.
Alignment. Crabfolk can take nearly any path in life that they feel suits them, though most tend to be neutral.
Size. Crabfolk usually stand at about 6 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet.
Breath of the Sea. You can breathe both air and water.
Natural Armor. While you wear no armor, your AC is equal to 11 + your Constitution modifier. You may wield a shield and still gain this benefit.
Rending Claws. Your unarmed strikes inflict 1d6 slashing damage, you are proficient in unarmed attacks. The dice for this attack goes up by one at level 6,12, and 18.
Darkvision. You can see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Languages. You can speak, read, and write Common and Aquan.
Crab Folk Abilities
Level 2: Vice Grip
Creatures you attempt to grapple have disadvantage on their contesting ability checks. While a creature is grappled by you, it takes damage equal to your Strength modifier at the start of each of its turn each round.
Level 3: Crustacean Crash
You may use an attack to throw a creature you have grappled at any spot you can see within 30ft of you. If the thrown creature lands on a hostile creature, it counts as a ranged attack that upon a hit does damage to both creatures equal 1d4 + your strength modifier and knocks both creatures prone.
Level 5: Shell Camouflage
While you remain motionless you resemble a natural formation or a pile of detritus. A creature within 30 feet of it can discern your true nature with a successful DC 15 intelligence (Nature) check, this check is made with disadvantage if you are underwater or on a beach.
Level 8: Decapod Deca-bod
You have matured into an elder of your species and after shedding and growing a new shell you become much larger, gaining an increase of 2 strength. Your natural armour becomes 15 + your constitution modifier. You dominant claw also doubles in size and you gain advantage on all grapple checks. You also gain status amongst all crab folk, allowing you to influence their society along with the other members of the Quorum.