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.
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.
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