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.
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.
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