Armor Class
15
(natural armor)
Hit Points
38
(7d8 + 1)
Speed
30 ft., Swim 30 ft.
STR
13
(+1)
DEX
16
(+3)
CON
12
(+1)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Saving Throws
DEX +5
Skills
Acrobatics +5, Athletics +3, Nature +1, Perception +1, Sleight of Hand +7, Stealth +7
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Dagger. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing or piercing damage
Bonus Actions
Helpful. The crab can use the help action as a bonus action on its turn.
Cunning Action. The crab can dash, disengage, or hide as a bonus action on its turn.
Description
Dagger and Thieves Tools Prof = +2
Comments