Huge Humanoid, Chaotic Neutral
Armor Class 18 natural
Hit Points 110 (8d12 + 2)
Speed 45 ft., Swim 75 ft., Climb 30 ft.
STR
17 (+3)
DEX
21 (+5)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws DEX +8
Skills Animal Handling +20, Survival +10
Damage Vulnerabilities Bludgeoning, Fire
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Grappled, Poisoned, Prone, Restrained
Senses Truesight crab, Passive Perception 7
Languages Aquan, Common common, crab
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

crab swarm: if needed it can disassemble and become a swarm of crabs

Actions

claw Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 3) [bludgeoning or slashing] damage. 

crab launch Ranged Attack. Ranged Weapon Attack: +5 to hit, range 60/5 ft., 1 target. Hit: 15 (2d10 + 3) [bludgeoning] damage.

claw grab: +3to hit, reach 10 ft., 1 target. hit 12 (2d8 + 3) [piercing] damage it also makes the player grappled

Bonus Actions

can scream it does 1d4 psychic damage it can do it as much as it wants after every turn that is

Reactions

reform: if a limb is severed then any separate crabs that are still alive will join back to the main body.

sucker claw: if a player decides to target a separated crab the main body will try to hit the player. if hit the player is grappled.

escape ink: if the creature try's to flee it will squirt a blast of ink in the direction of the players. the ink counts as difficult terrain and will blind enemies.

Legendary Actions

legendary actions can be cast whenever wanted

Legendary crab: summons crab the crab does nothing it just walks around cleaning the cave

Description

it is a swarm of crabs that have take the form of a huge crab man. it is said to hate people of all kinds specifically rich people and it will target the richest person it see's it can sense precious metals that are within 200ft of it.it tends to lair inside damp under water caves and it has a hoard of precious metals. if hit it can separate into smaller separate crabs that will rejoin the body.

Lair and Lair Actions

its an underwater cave pocket with air inside

Lair Actions

On initiative count 3 (losing initiative ties), the [monster] takes a lair action to cause one of the following effects; the [monster] can’t use the same effect two rounds in a row:

  • flood the cave fills with 5ft water and counts as difficult terrain it also drowns anything shorter than 5ft that cant swim it lasts 1d20 rounds
  • metal flood a wave of precious metals flood down in wave and requires a dex save of 15 to dodge on a failed save the metal does 2d8 bludgeoning

Regional Effects

The region containing a legendary [monster]’s lair is [crab], which creates one or more of the following effects:

  • nearby crabs within a 30 mile radius gain the ability to speak any language and have increased stats 
  • images of crabs appear more in creatures minds so long as they have a int above 3

If the monster dies, these effects fade over the course of 5d100 months.

Monster Tags: beast companion

Habitat: CoastalSwampUnderwater

zorbik_guligan

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