Amphibious. The crab can breathe air and water.
False Appearance. The crab can burrow its body halfway into sand, gravel, or similar soft earth. While the crab remains motionless and buried in this way, it is indistinguishable from a large mound of sand.
Innate Spellcasting. The crab's innate spellcasting ability is Wisdom (spell save DC 16). The crab can innately cast the following spells, requiring no components:
At will: tidal wave, wall of water, water breathing
1/day each: control water, maelstrom, wall of sand
Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.
Magic Weapons. The crab's weapon attacks are magical.
Tide Walker. The crab ignores any movement restrictions caused by sand or water. At the end of each of the crab's turns, ethereal water swells around it. Creatures within 30 feet of the crab must each make a DC 16 Strength saving throw. On a failed save, a creature is either pushed 30 feet away from the crab or pulled 30 feet toward it. The crab must alternate between pushing and pulling each turn.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 18). While grappled by the crab, a creature is restrained if it is size Huge or smaller. The crab has two claws, each of which can grapple only one target at a time.
Water Jet. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 22 (4d10) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed 30 feet away from the crab and knocked prone.
Description
The tide-swept beaches that line the coasts of the world are home to myriad tiny crabs that nest among the sand. The Crab of the Coast is the spirit of these lands. It has a steely, sand-colored shell, and it can blast pressurized jets of water from its mouth to strike its foes from afar.
The Crab is one of the least intelligent of the primal spirits. It thinks faster than it speaks, and it thinks very slowly. Dealing with the Crab is always a test of extreme patience, even for its champions, despite the fact that the Crab is relatively easy to please and understand for a primal spirit.
Primal Spirit Avatars
The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.
Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.
Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.
Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.
Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."
Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.
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