Amphibious. The Ancient Crab can breathe air and water.
Magic Weapons. The Ancient Crabs attacks count as magical for the purpose of overcoming resistances.
Siege Monster. The Ancient Crab deals double damage to objects and structures.
Legendary Resistance (3/Day). When the Ancient Crab would fail a saving throw, it can succeed instead.
Ancient Crab can make 2 attacks, using claw and water geyser.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 2d10+13 (24) bludgeoning damage. The target is then grappled and restrained, escape DC 18.
Water Geyser. Ranged Weapon Attack: +9 to hit, reach 100 ft., one target. Hit: 2d10+13 (24) bludgeoning damage. The target then makes a DC 18 STR saving throw, or is knocked prone.
(1/day) Earthquake. As an action, the Ancient Crab can cast the spell Earthquake with a duration of 1 minute without concentration.
Has 4 legendary actions.
1 - Attack: May make a Claw or Water Geyser attack.
1 - (3/Day) Hermit Shell: Digs a giant shell from the earth and wears it, granting 50 Temp HP and resistance to all damage except Psychic as long as these hit points remain. Cannot be used again until the previous shell is destroyed.
2 - Air Toss: Throw all grappled targets 100ft. in the air. They fall instantly, taking 10d6 (35) damage and are knocked prone.
2 - Conjure Crabs: Summon 16 Giant Crabs in unoccupied spaces within 25ft. of the Ancient Crab.
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