Amphibious. The Crawdfather can breathe air and water.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (4d6 + 4) piercing damage, and the target is grappled (escape DC 17). The Crawdfather has two claws, each of which can grapple only one target.
Crush. Automatically hits grappled target: +8 to hit Hit: 10 (4d8 +4) bludgeoning damage
Fling. Ranged Attack: +6 to hit 25/50 Hit: 7 (3d6 + 4) bludgeoning damage. The Crawdfather can either fling random debris or a grappled creature. If it is a creature both that creature and the target take damage on hit and must pass a Dex save equal to the damage taken or be knocked prone
Description
The Crawdfather is a massive freshwater crustacean that has lived in the swampy waters near the Corarborum since there was sunlight filtering down through the water. Deep gouges in its carapace armor show a history of fights but it has since grown beyond needing to worry about attacks. The Crawdfather has taken up residence in the Root Nexus in order to gain the necessary energy to molt its shell.
Lair and Lair Actions
The lair of the Crawdfather consists of a mangrove root dome that once served as a chamber for the root nexus. This dome extends 60ft high and and to unknown depth. For purposes of escape the wall is solid and impassible. The center of the lair is a root and trunk pathway leading to where the nexus was before sinking into the pool.
Lair actions
Recharge. On initiative 20 as long as the Crawdfather is submerged in the water it regains 1d6 HP
Jets. On initiative 10 as long as the Crawdfather is touching the water, jets of water shoot from the surface trying to knock one enemy into the pool. DC 15 Dex save
Rise. On initiative 0 the waters in the chamber rise 5ft. The path is 10 ft above the water normally
Comments