Large Elemental, Neutral
Armor Class 17 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities Fire
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Crab Form. The Crab elemental has a hard armor carapace and powerful claws.

Steam. If the elemental takes fire damage while under water, it is vulnerable to that damage and its AC decreases by 2 till the start of its next turn.

Actions

Multiattack. The Crab elemental makes two slam attacks.

Snip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piecing damage.

Snippy Snip (Recharge 4–6). Each creature in 5 feet of the Crab elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) Piercing damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time one for each claw. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) piercing damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Monster Tags: Elemental

Habitat: CoastalSwampUnderwater

Conjure

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