Corpse Camouflage. While the Carcass Crab remains motionless, it is indistinguishable from a normal pile of armor, weapons, and bodies.
Spiny Defense. A carcass crab’s shell is covered with sharp spines that protrude from between attached metal and bodies. Combined with spears and swords affixed to its shell, these spines make attacking the creature a hazardous proposition. A creature that hits a carcass crab with a weapon attack takes 1d6 piercing damage.
Multiattack. The carcass crab makes two claw or barb attacks and uses its bite attack on a grappled creature.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 6) piercing damage, and the target is grappled (escape DC 16) if it is a large or smaller creature. Carcass crab has two claws and can grapple up to two creatures at once.
Barb. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 5 (1d4 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw. A creature takes 9 (2d8) poison damage on a failed save and their speed is halved until the end of their next turn, or half as much damage on a successful one and their speed isn't affected.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. A creature hit with this attack must succeed on a DC 15 Constitution saving throw or be paralyzed for for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature immune to poison is immune to this effect.
Description
The carcass crab is a warped mutation of natural life found in the Mournland, and occasionally in Valenar and Darguun. Though essentially a giant crustacean, it augments its natural armor by attaching the detritus of battle—bits of armor, weapons, and bodies—to its hard shell with a natural adhesive. This trait provides both protection and camouflage in the wasted battlefields of the Mournland, the creature’s preferred hunting ground.
Carcass crabs are hardly brilliant or subtle opponents. They make minimal use of their camouflage to get close to potential prey, then try to grab one opponent and scurry off to make a meal of it. They can also hurl poisonous barbs at targets out of claw’s reach.
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