Huge Monstrosity, Chaotic Evil
Armor Class 16 Natural
Hit Points 212 (25d8 + 100)
Speed 10 ft., Walk 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +9, CON +9
Skills Athletics +8, Perception +7
Damage Resistances Lightning; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning from non magical attacks
Damage Immunities Acid, Necrotic, Psychic, Thunder
Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Prone
Senses Darkvision 60, Passive Perception 13
Languages Aquan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Magic Resistance (3/day). Whenever Celvethus fails a saving throw against a spell or magical effect, it can expend one use of its Legendary Magic Resistance and choose to succeed on the saving throw instead.

Magic Scent. Celvethus can pinpoint, by scent, the location of a creature that can cast spells within 60 feet of it.

Reflective Carapace. Any time Celvethus is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Celvethus is unaffected. On a 6, Celvethus is unaffected, and the effect is reflected back at the caster as though originating from Celvethus, turning the caster into the target.

Frag Chitin. Each time the creature is struck by a melee weapon attack, the attacker must succeed on a Dexterity saving throw (DC 12) or suffer 1d4 piercing damage.

Broodworm Host. Celvethus plays unwilling host to an Arcanamite Broodworm and, as such, is immune to psychic and necrotic damage. Instead, any damage of these types is applied directly to the Broodworm itself.

Weak Points. A crab is weakest at the joints, and Celvethus is no exception. The hit point and armor class values of Celvethus represent the hit point and armor class value of its main body or shell. When saving against a damaging area of effect, such as the Fireball spell, Celvethus' main body rolls against it as normal, and if Celvethus succeeds on the saving throw their limbs take no damage, and only half the damage on a failed saving throw.The statistics of Celvethus' limbs are as follows:
- Front, Middle, and Rear Legs: 10 HP each, AC 18 each. 6 in total, 3 on each side. The loss of one leg causes a loss of 5 feet of movement, and deals its own hit point maximum as damage to the main body. The loss of half of its legs disables the use of its Scuttle legendary action and confers disadvantage on dexterity saving throws. The loss of all its legs causes Celvethus to lose all its movement speed and fall prone and prevents the use of the Leg Bash action.
- Left & Right Claws: 25 hit points each, armor class 20 each. The loss of one claw causes a loss of the Multiattack action and deals its own hit point maximum as damage to the main body. The loss of both claws prevents the use of the Claw action and disables the use of the Snatch legendary action.

Innate Spellcasting. Celvethus may innately cast some spells. Its spellcasting ability is Wisdom (spell save DC16, +7 to hit with spell attacks). Celvethus can innately cast the following spells:
At will: Poison Spray (5th level), Shocking Grasp (5th level), Mind Sliver (5th Level)
3/day: Expeditious Retreat, Shield, Thunderwave (2nd level, 3d8)
1/day: Enlarge/Reduce

Actions

Multiattack: The Giant Enemy Crab makes two strikes with its claws.

Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 2d6 + 8 Piercing damage.

Leg Bash: Melee Weapon Attack: +7 to hit, reach 15 ft, 1 target. Hit: 1d8 + 6 Bludgeoning damage.

Bonus Actions

Dash. Celvethus may take the Dash action as a bonus action on each of its turns.

Regeneration (Recharge 6). Celvethus regains a number of hit points equal to 2d10+3, and begins to regenerate. On each turn following the activation of this ability, Celvethus may use another bonus action to regain another 10 hit points to its body and 5 hit points to each of its limbs. This effect is suppressed upon receiving either fire or cold damage.

Reactions

Shield (3/day). Celvethus innately casts the Shield spell, gaining a +5 bonus to its AC until the start of its next turn.

Legendary Actions

Celvethus 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. Calvethus regains spent legendary actions at the start of its turn.

Scuttle (Costs 1 Action). Celvethus immediately moves 10 feet without triggering opportunity attacks.

Snatch (Costs 1 Action). Celvethus immediately initiates a grapple attempt with a nearby enemy within range of its claws. A creature grappled in this way is restrained and shares Celvethus's space, traveling with it as it moves.

Description

Celvethus, Scuttling Death is the name given to a specific Giant Enemy Crab, which was taken over by an Arcanamite Broodworm and forced to produce Arcanamites, by the Mistwalker tribe of Kobolds, who have suffered great losses at her claws.

Lair and Lair Actions

Celvethus, Scuttling Death, was originally a Giant Enemy Crab, or GEC, before being hijacked by the arcane parasite known as a Broodworm. As such, it's lair is like that of most GECs - rocky, damp and covered with moss and lichen. Specifically, Celvethus is a Freshwater GEC, possibly originating from nearby Blood Lake. Whether through displacement or migration, however, Celvethus made its home in a large subterranean lake deep inside and far below the rolling mountainous foothills of the Upper Midlands. This cavern would remain mostly isolated, despite its proximity to a nearby tributary of an underground portion of the great Imara river, until a certain group of kobolds unwittingly dug into Celvethus' cavern, releasing its deadly Arcanamite spawn into the surrounding area.

Lair Actions

On initiative count 20 (losing initiative ties), Celvethus takes a lair action to cause one of the following effects; Celvethus can’t use the same effect two rounds in a row:

  • Celvethus unleashes a high-frequency wail, which reverberates through the surrounding cavern. All creatures with the ability to hear Celvethus must succeed on a DC 12 wisdom saving throw, or take 1d4 thunder damage and suffer disadvantage on their next saving throw made before the start of their next turn.
  • The ceiling of Celvethus' lair is filled with stalactites, which often come crashing down whenever Celvethus starts to throw their weight around. Each creature in a 10 ft radius surrounding a point Celvethus can see must succeed on a DC 12 strength saving throw, taking 1d4 bludgeoning damage and being knocked prone by falling debris on a failed saving throw.

Regional Effects

The region containing Celvethus' lair is warped by the hunger of the Broodworm, which creates one or more of the following effects:

  • Any underground space within 3 miles of Celvethus' lair is especially humid.
    • The walls and ceilings are unnaturally slick, and the air is so filled with water that any creature which relies on sweating to cool down can no longer do so, as sweat ceases to evaporate
    • Each hour such a creature spends in these areas requires a DC 15 constitution saving throw, or said creature will suffer one point of exhaustion.
  • The tunnels surrounding the lair are filled with a network of smaller tunnels used by Celvethus' spawn, the Arcanamites, and as such Arcanamites are a constant threat within 6 miles of the lair.
  • Moving water flows much more quickly than normal in an area of 5 miles surrounding the lair.

If Celvethus dies, these effects fade over the course of 10d100 days.

Previous Versions

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Habitat: UnderdarkUnderwater

danherron4

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