Amphibious. The crab can breathe air and water.
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Siege Monster. The crab hut deals double damage to objects and structures.
Claw. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Rock. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.
-
View User Profile
-
Send Message
Posted Jul 15, 2019crab hut