Huge Beast, Unaligned
Armor Class 18 (natural armor)
Hit Points 166 (20d20 + 70)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws STR +6, CHA −1
Skills Stealth +4
Damage Vulnerabilities Acid, Bludgeoning, Lightning
Damage Resistances Slashing
Senses Blindsight 30 ft., Passive Perception 9
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab can breathe air and water.

Scavenged Armor: The crab has a +2 to AC as long as the Scavenged armor in intact. The scavenged armor has 100 HP and Fire - Vulnerability outside of the crabs HP and Resistances and Vulnerabilities. Once the Scavenged Armor is reduced to 0 HP the crabs AC is reduced to 16.

False Appearance. While the crab remains motionless and withdrawn within the ship wreck, it is indistinguishable from an other ship wreck.

Claw Shield: The crab has +1 to AC as long as the crab still has its Claw Maul. If the crab takes more than half its total HP in one round the crab will remove its Claw Maul and performs the disengage action as a bonus action on its next turn.

Actions

Multiattack: The crab can make two attacks with any combination of Claw Maul, Claw Blade, Wreck Toss

Claw Maul: melee weapon attack: +7 to hit, reach 10ft., one target. 18 (4d8 + 3) Bludgeoning damage. Target must succeed a DC15 Dexterity saving throw or be knocked prone.

Claw Blade: melee weapon attack: +7 to hit, reach 5ft., one target. 14 (3d8 + 3) Slashing damage plus 6 (2d6) bleed damage.

Wreck Toss: ranged melee attack: +4 to hit, reach 20ft.-60ft., one target. 21 (6d6 + 6) Bludgeoning damage. Every time the crab uses this attack reduce the wrecks HP by 5.

Scavenged Armor Defense (Recharge 5-6): The Coastal Crab withdraws into the ship wreck on its back and becomes prone. The crab is completely immune to all attacks while withdrawn and its speed is reduced to 0. The crab can take an action to emerge from the ship wreck and is no longer prone. Any damage that would be dealt to the crab is dealt to the scavenged armor.

Reactions

Wreck Slam: When the crab is being attacked by another creature the crab can spins around dealing 12 (4d6) Bludgeoning damage to any creature within 5ft. the creature must make a DC15 dexterity saving throw, on a failed save the creature takes full damage and is knocked 5ft. away on a success the creature only takes half damage. This action can be taken once per round.

Description

This monstrosity of a crab searches the ocean for ship wrecks. This crab will find and attempt to mount it on its back becoming the crabs new home. The chosen ship wreck acts as a form of defense against any threat.

The crabs carapace has spikes that line its edges aiding in keeping ship wrecks adhered. The crab also typically has one claw that acts as a maul/a shield and another claw that's shaped like cleaver.

When the crab is under attack the crab has been known to remove any damaged limb and attempt to run away from the attackers. The claw removal has been speculated to act as a distraction and an opportunity to remove dead weight to aid in its escape.

Monster Tags: Misc Creature

Habitat: Coastal

EnderStamper

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