Huge Monstrosity, Unaligned
Armor Class 18 Natural Armor
Hit Points 205 (15d10 + 75)
Speed 30 ft., Walk 35 ft.
STR
22 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
9 (-1)
WIS
15 (+2)
CHA
4 (-3)
Saving Throws STR +10, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Deafened, Grappled
Senses Darkvision, Tremorsense, Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Multiattack - as long as a crab has both its arms, it can make 2 attacks. 

Reflective Carapace - Any time this creature is targeted by magic missile, a line spell or a ranged spell that requires you to roll, roll a d6,  on a 1-5 the spell does nothing on a 6 it is reflected at the caster.

Actions

Pincer Attack - +11 to hit, deals 1d10+5 Bludgeoning damage any creature this hits is restrained, Strength DC 18 to escape. And next turn the target will take a 1d4 slashing damage from its razor sharp pincers

Saliva Jet - +11 to hit 4d4+5 pierce damage in a 30ft line targets speed is halved while covered in the viscous fluid.

Crush - (Only when restrained) The Great Marshland Crab can crush a target it picks up. dealing a static 20 damage until the target breaks free or is smashed by the crab

Smash - When a target is restrained the crab can use its action to smash a foe into the ground dealing 2d12 bludgeoning damage. 

Reactions

As a reaction to taking ranged damage, it can shoot a jet of saliva at the nearest target, and move 15 feet in any direction.

Description

A massive hulking crab with a carapace of a beautiful cyan hue. These apex marshland predators are ferocious and are much harder to kill than their orange smaller counter parts. They have incredibly sharp claws that cause vicious hemorrhaging. Thier bright blue carapace made for some incredible evolutionary traits, like its symbiotic relationship with bioluminescent algae native to its lairs. They can manipulate the brightness and color of the algae that grows on them for an adaptive suit of natural camouflage. They make simple lairs, the burrow straight down and make a basin with constant waterflow, and on average are about 45-60 feet deep. You know you are getting close to ones lair as the vegetation is lush, and the algae glows a bright cyan at night, with absolutely no living creatures within the mile of it.  Their carapace is so sturdy and reflective, that it is a prized material to make armor and shields of. 

Lair and Lair Actions

A Circular basin 80 feet in diameter, and on average 50 feet deep carved into the ground of a swamp, delta or estuary. 

The Aquamarine Marshland Crab has a +15 Stealth in its lair

Viscous terrain- all creatures that are not the crab have halved movement speed.

Basin Under toe- The Aquamarine Marshland Crab can force the redirection of the water in its basin and force foes underwater and to get stuck in the sticky algae mud mixture that resides on the basin floor. (DC 15 STR) and any creature stuck under the water is considered restrained and suffocated. To free yourself from this, you must use your action, to make a strength save, (DC 15)

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2020 3:52:02 PM
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0
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Coming Soon
10/17/2020 2:14:46 AM
2
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Coming Soon
10/17/2020 10:55:55 PM
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Coming Soon

Habitat: CoastalSwamp

CrispyCumber

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