Armor Class
16
Natural armor
Hit Points
144
(32d6 + 32)
Speed
30 ft., Swim 30 ft.
STR
8
(-1)
DEX
18
(+4)
CON
13
(+1)
INT
9
(-1)
WIS
15
(+2)
CHA
12
(+1)
Saving Throws
DEX +7, INT +2, WIS +5
Senses
Blindsight 30 feet, Passive Perception 12
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Traits
Ambusher. The crab has advantage on attack rolls against any creature it has surprised.
Amphibious. The crab can breathe air and water.
Deadly Critical. The crab critically hits a target on a roll of 19-20 and rolls damage dice three times instead of two.
Actions
Multiattack. The crab makes two knife attacks or two claw attacks.
Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) Piercing damage. The crab can leap up to 10 feet in a straight line before making this attack, with no cost to its movement.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d4 + 4) Slashing damage.
Description
Knife-wielding crab ninja.
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