Amphibious. The crawmad can breathe air and water.
Eye Weakness. If the crawmad is not blinded, a creature attacking it can choose to target one of its eyes. This attack has a -5 penalty to the attack roll. If the attack hits, the crawmad takes an additional 10 (3d6) damage and has disadvantage on Wisdom (Perception) checks using sight until the end of its next turn. If the crawmad is hit by two such attacks in a single round, it is blinded until the end of its next turn.
Unarmored Underbelly. If the crawmad is hit by an attack while it is prone, it takes an additional 10 (3d6) damage.
Multiattack. The crawmad makes three attacks: two with its claws and one with its bite.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The crawmad has two claws, each of which can grapple only one target.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (5d12 + 4) piercing damage. This attack has advantage against a target grappled by the crawmad.
Description
Like its close cousin the hermit crawmad, it makes its home in a burrow rather than a shell. It has abnormally overdeveloped eyes with which to detect prey in cloudy water or low-visibility mud. These enormous eyes can perceive circular polarized light, as well as the ultraviolet and infrared spectrum. It is well protected from predators, allowing it to live for upwards of 50 years and grow to immense size by repeated ecdysis.
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