Large Giant, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft., Swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +9, CON +7
Skills Athletics +6, Stealth +6
Damage Resistances Slashing
Damage Immunities Piercing
Condition Immunities Blinded, Charmed, Petrified, Poisoned, Prone
Senses Blindsight 30 ft., Tremorsense 30 ft., Passive Perception 15
Languages Aquan, Common, Giant --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab lord can breathe air and water.

Legendary Resistance. (2/day) Once per turn, if the crab lord fails a saving throw, he can choose to succeed instead.

Lord of the Crabs. The crab lord possesses a special huge giant crab mount that he can ride into battle. As long as the crab lord is riding atop his mount, it cannot be targeted by any damaging effect that isn't an aoe. The mount shares the crab lords initiative and takes actions immediately after the crab lord.

Actions

Multiattack The crab lord can make 2 claw attacks per turn.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3d8+6 bludgeoning damage and the target is grappled (escape DC 17). Until this grapple ends, the crab lord can automatically hit the target with its claw, and the crab lord can’t make attacks with that claw against other targets. The crab lord has two claws, each of which can grapple only one target.

Amphibious Command The crab lord can command all crab folk with sight allowing each of them to take an immediate action, or to move a distance up to their movement speed.

Habitat: Coastal

Liquidwolf

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