Medium Beast, Chaotic Good
Armor Class 20 (natural armor)
Hit Points 80 (10d8 + 40)
Speed 30 ft., Swim 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +8, WIS +7, CHA +8
Skills History +3, Insight +8, Investigation +3, Nature +8, Persuasion +10, Survival +8
Senses Blindsight 30 ft., Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The crab can breathe air and water.

Double Down. If Carak grapples one target with both claws, the target is restrained. 

Barnacle Inspiration: With a bonus action grant any character that can hear you a d8 inspiration that can be used on attack and damage rolls. If you fall to 0 while inspired you may use this inspiration as a reaction an heal yourself instead.

Sidekick. Prodigy Spellcaster

Potent Cantrips: The sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip (+8)

Carak's spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shape water, guidance, frostbite

4/day: fog cloud, detect magic

3/day: warding wind, enhance ability, vortex warp

2/day: thunder step, create food and water, haste

1/day: mass cure wounds, 

Crustacean Rage: 2/day Carak can enter a rage. Halving all damage except psychic, +2 to melee attack damage. Cannot cast spells while raging.

Actions

Multi-attack: Carak can make two attacks using each of his claws. If either claw is preoccupied with a grapple, it can't be used to attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d8+8) bludgeoning damage, and the target is grappled (escape DC 16). The crab has two claws, each of which can grapple only one target.

Crabhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d8+8) lightning damage.

Carak Cannon. Ranged Weapon Attack: +8 to hit, reach 30 ft., up to three targets. Hit: 8 (1d8+8) piercing damage.

Reactions

As a reaction Carak can bring up his guard and cast shield once per short rest.

Description

 

Standing roughly 4 ft. high and 5 ft. wide, with a dark blue-green outer shell and sandy coloured under belly.

Carak seems to be quite friendly and sociable, eager to please and ready for adventure.

This Giant Crab was granted sentience when awakened by an elvish sorcerer, Merall.
Upon breaking the curse that bound her spirit to the material plane, Carak was bestowed a small amount of her magic power.

 

Monster Tags: Misc Creature

Habitat: Coastal

halfshellhead

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