Huge Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 250 (17d10 + 72)
Speed 30 ft., Swim 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
1 (-5)
WIS
5 (-3)
CHA
3 (-4)
Saving Throws CON +9, WIS +1, CHA +0
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft., Passive Perception 9
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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. 

Actions

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. 

Greywand

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