Large Monstrosity, Chaotic Neutral
Armor Class 16 Natural
Hit Points 93 (11d10 + 33)
Speed 30 ft., Swim 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
11 (+0)
CHA
5 (-3)
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 14
Languages Deep Speech Can understand but cannot speak Deep Speach
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The Crawfish King can breath air and water

Actions

Multiattack. The Crawfish King makes two claw attacks. If a creature is grappled the Crawfish King can also use its Claw Smash attack.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft, one target.
Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is Large or smaller creature and the Crawfish King does not have two other
creatures grappled

Claw Smash. Melee Weapon Attack: +7 to hit. Hit: 13 (2d8+4) can only be used on grappled creature. The Crawfish King smashes the grappled creature
against the ground. If standing in water the Crawfish King will use the nearest rock, tree or other hard object. Creature must succeed on a DC 13 Constitution saving throw or be Incapacitated for 1 turn.

Suck the Head (Recharge 5-6). Can only be used on a grappled creature. The Crawfish King draws target creature in close, brushing its tentacles against the target's head. Target creature must make a DC 14 WIS save. On a failed save, the Crawfish King makes telepathic contact with the target who takes 2d8 psychic damage and is charmed for 1 minute. Target creature now understands all the Crawfish King wants is for his tiny brethren to no longer be hunted and consumed in tasty boils. Target creature must spend the charmed period trying to convince their compatriots that crawfish are not food and we should probably eat more chicken anyway.

Legendary Actions

 The Crawfish King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Crawfish King regains spent legendary actions at the start of the turn. 

Claw Attack: The Crawfish King can make one attack with its claw.

Call the Swarm. The Crawfish King lets out a mighty, screaching roar, calling forth a swarm of minions. Roll 1d6 to determine which creatures respond:

1: Swarm of Wasps

2: Swarm of Poisonous Snakes

3: Swarm of Quippers

4-6: Swarm of Crawfish

Tail Dart: This action can only be used while in at least 3 ft of water. The Crawfish King whips its tail and swims backwards, 30 ft away from its attackers. Anyone within 5ft of the Crawfish King and standing in water must make a DC 14 DEX save. On a failed save the creature is knocked prone and cannot make an attack of opportunity. On a save the creature remains upright and may make an attack of opportunity.

Carapace Cage. This action can only be used while in at least 3 ft of water and after the Crawfish King's hit points have been reduced by half. The Crawfish King  dives underwater, curling its tail under and granting extra protection to its vital areas. Increase the Crawfish King's AC to 18. The Crawfish King cannot take actions until its next turn and all attacks against it are taken with advantage. This action lasts until the Crawfish King's next turn, or it is dealt 30 points of damage while curled up.

Description

Crawfish can be found in virtually any clean body of water. Swamps, marshes, rivers, creeks and ponds all provide habitat for the tiny crustaceans. Tiny creatures they are, bothering no one beyond the occasional pinch of a claw.

Yet, there are tales, stories told by the swampfolk. Tales of a crawfish not just large, but monstrous. A carapace covered monstrisity hell bent on killing. Why does it kill? No one knows. But kill it does. 

Mutated by Darkness. Darkness touched so many corners of Faerun when the Demon Lords crawled out of the abyss. Everything returned to normal upon the defeat of the Demon Lords, or so everyone thought. Pockets of Abyssal darkness sprouted during this tumultuous times, and some remain open. One such pocket is said to be the source of the Crawfish King's powers. Years spent soaking in this dark energy have mutated this once tiny creature into an invincible dealer of death.

Swamp Dweller. The Crawfish King lives in the only place he's ever known, deep inside a murky swamp. An expert swimmer he can navigate the wetlands unseen by his enemies and hunters.

Lair and Lair Actions

The Crawfish King's lair is an abyssal swamp. The Crawfish King commands loyalty from all creatures within his domain. The serve at its beck and call and defend their king vigorously.

Regional Effects. Touched by the darkness that made him, the waters are nigh on impenetrable by light. The Crawfish King's lair may have any of the following effects:

  • Water the color of night. Light cannot penetrate very deep, rendering identification of its contents impossible
  • Any areas of water have been dredged to a dept of at least 3 ft. Any creature walking through water must deal with this dept as well as the mucky, sucking mud underneath. All creatures of size Large or smaller have their movement speed reduced by half.
  • Some areas of the swamp give off a dark purple glow beneath the water. This glow, a sign of Abyssal breach, is accompanied by mutated growth of any plant life nearby. Trees are twisted, bent, and/or engorged. Shrubbery reaches for the breach from land, the overgrowth so dense as to render the shoreline impassable.

Monster Tags: monstrosity

Habitat: Swamp

ddwade21

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