Huge Beast, Unaligned
Armor Class 40 Natural Armor
Hit Points 100 (7d12 + 12)
Speed 35 ft., swim 30 ft.
STR
25 (+7)
DEX
25 (+7)
CON
30 (+10)
INT
23 (+6)
WIS
23 (+6)
CHA
18 (+4)
Saving Throws STR +11, CON +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Unknown Can sense any creatures within 250 ft of itself, Passive Perception 16
Languages Aquan Can also understand common, but cannot speak it
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Metallic Carapace. The carapace of the Adamantine Crab is like metal, granting a plus 20 ac bonus, and resistance to non magical and magical slashing, bludgeoning, and piercing damage.

Amphibiousness. This creature can breath on both land and water.

Actions

Platinum Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 9 (2d12 + 5) piercing damage. Is able to grapple creatures with its claw attack unless they succeed on a Dexterity(Acrobatics) check DC 15.

Bubble Breath. Ranged Weapon Attack: +4 to hit, range 10/50 ft., 1 target. Hit: 12 (1d20 + 6) force damage.

 
Crustacean Chomp. Can take any grappled crustacean creature, and eat it to regain hit points equal to the crustacean it ate.
Bonus Actions

Crab Call. At the end of its turn, an Adamantine Crab can call on 1d4 gold crabs, 2d4 silver crabs, or 2d6 copper crabs to aid it in battle (recharge 6).

Reactions

Claw Guard. When attacked with a non magical weapon, this reaction can boost the Adamantine Crab's ac by 1d20.

Legendary Actions

The Adamantine Crab can only use 1 legendary action per round, and regains lost legendary actions at the end of its turn(legendary actions-2).

Claw Smash (Costs 2 Actions). Can smash its claws against the ground, causing a geyser eruption that does 5 (1d12+3) force damage and catapults it 30/45 ft away from where it was before.

Description

Appears as a huge crab creature with a shining blue shell with silvery specks on it.

Lair and Lair Actions

A gargantuan cave where many crab creatures reside.

Lair Actions

On initiative count 5 , the Adamantine Crab takes a lair action to cause one of the following effects; the Platinum Crab can’t use the same effect two rounds in a row:

  • Command 1d6 crab creatures within 100 ft of it to come to its aid.
  • Snap its claws, creating a loud noise in which any creature within 250 ft of it that can hear it will be drawn to its location.

Regional Effects

The region containing a legendary Adamantine Crab lair is unnaturally shiny, which creates one or more of the following effects:

  • Is able to blind any creature without proper protection in the area for 2 hours.

If the Adamantine Crab dies, these effects fade over the course of 1d6 days.

Habitat: CoastalUnderwater

SujintRoboRusher

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