Movement. The Crab moves forward once.
Melee Attack. Pincers: 8+ to hit, reach 20 ft., 1 target. Hit: 4d6 + 2 slashing damage.
Melee Attack. Poison claws: 10+ to hit, reach 10 ft., 1 target. Hit: 4d6 + 2 slashing damage, and on the attacked players next turn they take 2d6 poison damage.
If the players attack first, the monster gets a double turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Each Crab is large and coloured a dull red. Each claw is full of venom.
These crabs attack in massive swarms, often overwhelming solo travellers.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Oct 25, 2024the crustacean invasion is nigh