Large Humanoid, Lawful Evil
Armor Class 18 Natural armour
Hit Points 50 (10d10)
Speed 50 ft., Walk 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
15 (+2)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +7, DEX +6
Damage Vulnerabilities Fire
Damage Resistances Cold
Condition Immunities Petrified
Senses Passive Perception 1
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

 

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 20 (4d10 ) Piercing damage.

Pincer Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 2 target. Hit: 15 (2d10 + 5) Piercing damage (the crab slashes anything near it with it's pincer claws)

Crab spikes. Ranged Weapon Attack: +2 to hit, range 20 ft., 3 target. Hit: 10 (2d10) Piercing damage.( the crab rider grabs 3 spikes of the back of the crab)

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These beasts responds to the calls of dying Merrow and other evil aquatic creatures.

The Rider is covered in dark shroud that covers it head to toe. It is unknown whether or not it is apart of the creature or whether its a sort of clothing. It is a humanoid beast, with two arms and legs, and a bipedal stance. It has five fingers, bright, glowing eyes that shine through its shrouds. The Beast wields a serrated spearing its right hand that it uses to impale its victims

The Crab Mount is similar to a Japanese spider crab, only thrice the size. The Crab has four long, flexible, legs on each side of its body, and two large pincers on its front. These pincers are very strong, being able to rip tool out of someones hand, as well as easily severe a human head. The legs are fast and agile, being able to navigate down stairs and move around in seconds. The ends are sharp and can pierce skin, as well and being able to balance on small poles. The Crab can knock down opponents with ease and can beat any close range foe.

The Crab has many spikes protruding from its lower back, which the Rider uses to hurl at its attackers. This is shown to be a very effective method of dispatching the Beasts adversaries, as it it can throw many at a time. These spikes are a at least 1.5 feet or roughly half a meter long and are extremely sharp, cutting right through bone. These spikes are the Beasts only long range attacks, making them incredible useful. The Beast uses this attack many times during the battle. This makes it dangerous to be out in the open with a ranged weapon, as you are a threat and may be killed early.

The Crab riders usually attack in groups of 3 or 4 but in severe cases they can take down any boat in groups of 30.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

Redpanda1227

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