Large Beast, Chaotic Evil
Armor Class 17 (Natural Armor)
Hit Points 76 (12d10 + 16)
Speed 30 ft., Swim 30 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
17 (+3)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws INT +6, WIS +3
Skills Stealth +4
Senses Blindsight 30 ft., Passive Perception 13
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab wizard can breathe air and water.

Shell Camouflage. While the crab wizard remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Spellcasting. The crab wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The crab wizard has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Actions

Multiattack. The crab wizard makes two attacks with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab wizard has two claws, each of which can grapple only one target.

Monster Tags: Misc Creature

Habitat: Coastal

Tobi5450

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