Armor Class
18
(natural armor)
Hit Points
17
(3d8)
Speed
30 ft., Swim 30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Skills
Stealth +4
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Spell Turning. The crab has advantage on saving throws against any spell that targets only the crab (not an area). If the crab's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the crab and instead targets the caster.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
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Posted Nov 4, 2022Great homebrew idea! I'm four sessions into a new campaign and just had two of these creatures attack my party of five level 2 PCs, and wow was that a fun encounter to run! The party's druid got hit by his own reflected guiding bolt and nearly died. He's our most experienced player and did not see that coming. When they finally managed to kill the crabs, the party then salvaged their shells fragments to make shields out of for themselves, recognizing their potential value in a magic fight. I quickly ruled that these shields will add nothing to AC (because the shells were too badly damaged) and because they're not fully intact on a living creature, that they have a 50% chance (odd rolls) of deflecting a ranged spell attack back to the caster.
Thanks for the creation!