Armor Class
15
(natural armor)
Hit Points
34
(6d8)
Speed
30 ft., Swim 30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
12
(+1)
WIS
9
(-1)
CHA
3
(-4)
Saving Throws
INT +3
Senses
Blindsight 30 ft., Passive Perception 9
Languages
Common, Elvish
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Innate Spellcasting. Claw'd's spellcasting ability is Intelligence (spell save DC 12, spell attack modifier +4). It can innately cast the following spells, requiring no material components:
At will: Mage Hand, True Strike, Fire Bolt (2d10+1 damage)
4/long rest (any): Cure Wounds (1d8+1 healing), Magic Missile (3d4+3 force), Sleep
2/long rest: Spider Climb
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
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