Limited Amphibian. The brachyura can breathe underwater and also air so long as its gills are wet, which dry after 15 minutes of being exposed to the air. If the brachyura takes 40 fire damage in a single round, its gills dry immediately.
Multiattack. The brachyura makes an attack with its two claws, each either a Grab or a Smash attack.
Grab. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the target is grabbed and restrained. To escape, the grabbed creature or an adjacent creature must make a DC 22 STR check as an action. Additionally, dealing 30 damage to the claw in a single turn causes the brachyura to release that claw (claws have AC 22, damage resistance 5, immunity to poison, and vulnerability to lightning for the purposes of this effect). While grabbed, a Large or smaller creature does not impair the brachyura's movement or attacks, and automatically takes damage from Smash attacks made with that claw in addition to the target. The brachyura can have up to one creature grabbed in each claw at a time.
Smash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10+7) bludgeoning damage.
Crush. As a bonus action, the brachyura deals 9 (2d8) bludgeoning damage to each creature or object it has grabbed.
Flashing Gaze (Recharge 6). As a bonus action, each creature within a 30 ft. cone of the brachyura must make a DC 19 DEX saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Creatures that cannot see are immune to this effect.
Jet Charge (recharges when the brachyura is fully submerged in water). As an action, the brachyura may perform a special dash by expelling water from its body, moving in a straight line without provoking opportunity attacks. During this movement, the brachyura can move through the spaces of any creature smaller than it, but moves at half speed. All creatures within 20 feet of its starting location that aren't held by it must make a DC 19 STR saving throw or take 55 (10d10) be pushed 10 feet and knocked prone, half damage on a success. Each creature that the brachyura moves into must make a DC 19 DEX saving throw or take 36 (8d8) bludgeoning damage and be knocked prone. A creature may instead try to stop the charge, and make a DC 23 STR saving throw: on a success, the creature takes damage from the charge, but stops the brachyura's movement. On a failure, the creature takes 54 (12d8) bludgeoning damage and is knocked prone.
Description
Hulking creatures with the lower bodies of giant crabs and upper bodies almost humanoid with large pincers and large, iridescent eyes, brachyura are scourges of the sea. Because they grow so quickly, young brachyura's shells never fully harden until adulthood, leaving them pliable, springy, and light enough to allow them to swim. They can expel water from jets on their backs to launch themselves forward, and are intelligent enough to save this ability until they need to retreat or chase down elusive prey. Not as territorial as the adults of their kind, young brachyura often hunt in groups of 2 to 5, but will retreat if their lives become threatened. They often attack ships, climbing up the sides and using their flashing eyes to hinder the crew before grabbing a couple in its formidable claws and leaping back into the water. When hunting a creature above the water young brachyura avoid prolonged fights and can be driven off with fire or force. In the rain, however, they become bolder as their gills are constantly refreshed, and more likely to send the ships to the ocean depths.
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