Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.The crab has two claws, each of which can grapple only one target.
Munch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target that is grappled. Hit: 4 (1d6 + 1) slashing damage. The crab brings a creature that is grappled toward its mouth and munches on it with its mouth parts.
Villain Action In the second round of combat, or whenever it reaches half its hitpoints, it raises its claws and its wiggling fingerlike mouthparts into the air and trembles, issuing a subsonic call to its spawn. 1d6 Crabs crawl out of the surrounding sand and attack the characters. Any targets that were grappled by its claws are released.
Description
The Giant Ambush Crab tunnels under the sand, and then waits in a cavity about 20ft below the surface. When it senses the movement of a creature passing above, the crab destroys the roof, sending the unfortunate creature(s) tumbling into its trap. Creatures in a 10ft radius must make a DC15 dexterity saving throw or be knocked prone in the sand. The floor of the cavity is difficult terrain because of the fallen sand.
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