Amphibious. The crab can breathe air and water.
Critically Acclaimed. If a Critical Crab gets a nat 20 to hit with any melee attack, it can make a Snapping Claw or Bashing Claw attack as a free action.
Crab Dominance. If anyone insults the glory of crabdom in the Critical Crab's presence, the crab flies into a rage. It's attacks and strength checks have advantage, and it takes half damage from non magical attacks.
Snapping Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
Bashing Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage, and the target must make a DC 15 STR save against being knocked prone.
Riverdance. If creature within 5 ft of the Critical Crab is prone, it can dance on them with it's sharp legs as a bonus action. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) Piercing damage.
Description
Legends tell of a legendary crab of legends. A crab to rule all other crabs. A crab so powerful, the mere snapping of his claws could be heard from miles away. His mere presence compelled crustaceans to compulsory council congregations. He used his mighty "Council of the Crab" to enforce his laws. He is a fair and unbiased arbiter of all conflicts relating to beasts of land and sea. Adventurers, politicians, and bickering rivals come from miles around to have their cases tried in the noble Crab Court. And his decision on any matter is final. Those who oppose his rulings face the wrath of his exoskeletal army.
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