Large Monstrosity, Neutral
Armor Class 21 natural armor
Hit Points 92 (12d12 + 20)
Speed 30 ft., Swim 40 ft., Climb 20 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +6
Damage Resistances Bludgeoning, Piercing, Slashing
Senses Darkvision 120 ft, Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Ferocious Claws. once the Crabonculus has grappled a creature it locks its claws in place making it very difficult to escape. The Crabonculus has advantage on maintaining it's grapple. Each claw can hold one creature.

 

Actions

Multiattack. The crabonculus makes two claw attacks per attack action.

Claw attack.  Claw Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (2d8 + 3) Piercing damage. When a medium or smaller creature is hit then they are grappled.

 

Bonus Actions

Shed Limb. When threatend or held by their claws or legs the crabonculus can dettach those limbs so they can escape dangers. Losing one of their claws causes them to lose one of their attacks if they lose both they will most likely retreat. An claw grows back within 4 weeks before it is fully usable again.

Description

These creatures are fairly social, gathering with a large amount of their species. these creatures tend to be quite the disturbance to fishing villages and ports during their mating period when to come to land. Every 5 years they will gather on their land to mate and are very hostile towards anything that is on these grounds.

Habitat: ArcticCoastalSwamp

Voldertheshade

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