Huge Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 69 (6d12 + 30)
Speed 20 ft.
STR
19 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws STR +7, CON +8
Skills Perception +3
Senses Blindsight 30 ft., Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab can breathe air and water.

Siege Monster. The crab deals double damage to structures and objects.

Damage Threshold. If the crab takes 10 or less damage, it instead takes no damage.

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.

Description

Tidekiller crabs are fearsome and territorial beasts with a history of crushing any creature that comes too close. They patrol their coastal territory with an implacable zeal and bring any interesting or shiny things they find back to their lair, usually an underwater cave where they won’t be disturbed during their sleep.

There have been occasions where tidekillers have been tamed and trained to carry heavy objects and people like a mount, and in a few places they are even bred for common use. Taming a wild one isn’t advisable, though, for many a would-be crab tamer (or hunter) was sorely disappointed to find its tough shell nearly impenetrable. Bronze dragons sometimes like to feast on them.

Monster Tags: Misc Creature

Habitat: Coastal

MilestoGo_24

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