Large Beast, Unaligned
Armor Class 15
Hit Points 85 (10d10 + 10)
Speed 30 ft., Swim 45 ft.
STR
15 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws CON +6
Senses Tremorsense The Shaman has tremor sense for 30ft in any direction , Passive Perception 13
Languages Abyssal, Aquan, Deep Speech
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab can breathe air and water.

Spellcasting. The Shaman is a 7th-level spellcaster. Its spellcasting ability is Wisdome (spell save DC 14, +7 to hit with spell attacks). The Crab has following spells prepared every day:

Level 1(4 slots):Earth tremor, thunder wave, shield, sleep

Level 2(3 slots): Moonbeam, suggestion, Darkness

Level 3(3 slots):counterspell, haste, tidal wave

Level 4(1 slot): Black tentacles

Actions

Multiattack. The Crab makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Crab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crab regains spent legendary actions at the start of its turn.

Forced movement (Two Actions): Upon a failed Wisdom saving throw of 14 to any creature that can see the crab. That creature is forced to move their full walking speed in any direction of the crabs choosing. 

Failed reaction (One Action): The crab can target any creature that can see it and on a failed Wisdom saving throw of 14, that creature can't take a reaction until the end of its next turn.

Improvised distraction (one action): bathe crab can impose disadvantage on attack roles against one creature that can see until the end of that creatures turn.

Description

A normally harmless sea creature has been muted and twisted into something far more frightening then normal. The dark sea gods have given these creatures a chance to build their own civilization through whatever lost magic lies at the bottom of the oceans. 

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.

Habitat: Coastal

Tsuyu