False Appearance While the carcass crab remains motion less, it is indistinguishable from a mound of corpses and discarded arms and armor.
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 touches the carcass crab or hits it with a melee attack while within 5 ft. of it must succeed on a DC 15 Dexterity saving throw or takes 5 (1d10) piercing damage
Adhesive Carcass A carcass crab uses a natural adhesive to attach pieces of armor, weapons, and whole corpses to its shell. Typically, this grants a crab an armor class of 21 , but it is possible to find crabs with better or worse protection.
Multiattack The crab makes two claws attacks and one bite attack against each creature it has grappled.
Claw Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is Grappled (escape DC 20). Until this grapple ends, the creature is Restrained. The crab can Grap up to 2 targets.
Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target currently grappled by the carcass crab. Hit 14 (2d6 + 7) and the target must succeed on a DC 18 Constitution saving throw or take 10 (3d6) poison damage and become Poisoned for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Description
What looked at first like a mound of corpses and discarded armament now shifts and moves, eight legs and two massive claws emerging from beneath it. Four eyes on stalks snake out from above the claws.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 provides both protection and camouflage in the wasted battlefields of the Mournland, the creature's preferred hunting ground.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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