Armor Class
11
(natural armor)
Hit Points
36
(8d8)
Speed
20 ft., Swim 20 ft.
STR
10
(+0)
DEX
9
(-1)
CON
11
(+0)
INT
1
(-5)
WIS
6
(-2)
CHA
2
(-4)
Skills
Stealth +2
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crabs can breathe air and water.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny crab. The swarm can't regain hit points or gain temporary hit points.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Description
Waves on the beach come and go, taking whatever they touch with them never to be seen again. The crab swarm resembles waves in this way that any creature surrounded by a large enough swarm of crabs is lucky to ever be seen again.
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