Amphibious. The crab can breathe air and water.
Crab Physiology. For every 30 hit points the crab loses, the crab takes a -1 penalty to saves and checks, and a -5ft penalty to movement.
Crustacean Mitigation (2/Day). If the crab fails a saving throw, it can choose to succeed instead.
Multiattack. The crab makes two attacks with its claws.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The crab has two claws, each of which can grapple only one target.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 9 (2d8) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
If the target is a Medium or smaller creature grappled by the crab, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the crab, and it takes 8 (4d4) acid damage at the start of each of the crab’s turns. One Medium or two smaller creatures can be swallowed at the same time.
If the crab takes 25 damage or more on a single turn from a creature inside it, the crab must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the crab. If the crab dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Bubble Breath (Recharge 5–6). The crab exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 8 (4d4) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Evolve (Recharge 6). The crab targets a single creature within sight and forcibly evolves its physiology into a prime form of nature. The target must make a DC 14 Wisdom saving throw or be turned into a Giant Crab, under the control of Crabutoa. The Giant crab fights to defend its larger crab friend and if the form is maintained for an hour the form is permanent. This can only be reverted by a wish spell. Crabutoa must concentrate on maintaining this form as if concentrating on a spell. If the concentration is broken the creature returns to normal.
The crab can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The crab regains spent legendary actions at the start of its turn.
Attack. The crab makes one Claw or Bite attack.
Scuttle. The crab moves up to half its speed.
Bubble Breath. The crab uses its bubble breath action.
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