Medium Humanoid (Shapechanger), Lawful Neutral
Armor Class 11 in humanoid form, 14 in crab or hybrid form
Hit Points 67 (9d8 + 27)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Skills Stealth +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 30 ft., Passive Perception 12
Languages Common, Aquan (can't speak in crab form)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werecrab can use its action to polymorph into a crab-humanoid hybrid or into a giant crab, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Amphibious. The werecrab can breathe air and water.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The werecrab makes two attacks, only one of which can be a claw.

Claw (Crab or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). If a humanoid is grappled by this attack at the start of your turn, they're cursed with werecrab lycanthropy.

Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Description

Spending much of their time in wandering bands (called hermitages) beneath the ocean's surface, werecrabs are but myths amongst surface dwellers. The seadwelling peoples, however, know them to be self-righteous creatures who travel in the sandy bottoms of the ocean floor. Werecrabs think themselves above all other creatures, and only turn those they deem worthy of their order.

Monster Tags: Shapechanger

Habitat: CoastalUnderwater

FriendlyInnkeeper

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