Amphibious. The Crabken can breathe air and water.
Freedom of Movement. The Crabken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Crabken deals double damage to objects and structures.
Crustacean Champion. In addition to Primordial, the Crabken can speak telepathically with all crustacean creatures within 120 ft of it.
Multiattack. The Crabken makes two claw attacks, each of which it can replace with one use of Crush.
Claw. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Crabken has two claws, each of which can grapple one target.
Crush. One Large or smaller object held or creature grappled by the Crabken is crushed. If the target is a creature, it must make a DC 18 Strength saving throw, taking 44 (8d10) Bludgeoning damage on a failed save, or half as much damage on a successful one. Objects automatically fail the saving throw.
Lightning Storm. The Crabken magically creates three bolts of lightning, each of which can strike a target the Crabken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
The Crabken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crabken regains spent legendary actions at the start of its turn.
Claw attack or Crush. The Crabken makes one claw attack or uses its Crush.
Lightning Storm (Costs 2 Actions). The Crabken uses Lightning Storm.
Crab Swarm (Costs 3 Actions). While underwater, the Crabken expels a swarm of tiny crabs in a 60-foot radius. The swarm spreads around corners, and that area is heavily obscured to creatures other than the Crabken. Each creature other than the Crabken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) slashing damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the Crabken's next turn.
Lair and Lair Actions
A Crabken’s Lair
A Crabken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the Crabken takes a lair action to cause one of the following magical effects:
- A strong current moves through the Crabken’s lair. Each creature within 60 feet of the Crabken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the Crabken. On a success, the creature is pushed 10 feet away from the Crabken.
- Creatures in the water within 60 feet of the Crabken have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the Crabken’s lair becomes electrically charged. All creatures within 120 feet of the Crabken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a Crabken's lair is warped by the creature’s blasphemous presence, creating the following magical effects:
- The Crabken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Unnatural amounts of crabs gather in sandy areas within 6 miles of the lair.
- Aquatic non-crab creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Crabken and aggressive toward intruders in the area.
When the Crabken dies, all of these regional effects fade immediately.
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