Tiny Beast, Unaligned
Armor Class 18 (molten bronze skin, plate)
Hit Points 4964 (2000d4 + 964)
Speed 600 ft., Swim 20 ft.
STR
30 (+10)
DEX
17 (+3)
CON
30 (+10)
INT
1 (-5)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws STR +12, CON +12
Skills Persuasion +9, Stealth +5
Damage Resistances All
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Passive Perception 12
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Amphibious. The crab can breathe air and water.

Crabmatic Wrath (Recharges after a Short or Long Rest). If the crab would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the crab can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 10 XP (20 XP total) for defeating the crab after its Crabmatic Wrath activates.

Legendary Resistance (3/Day). If the crab fails a saving throw, it can choose to succeed instead.

Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The crab can use its Frightful Presence. It then makes five attacks with its bite.

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 11 bludgeoning damage.

Frightful Presence. Each creature of the crab's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the crab is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the crab's Frightful Presence for the next 24 hours.

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.

Attack. The crab makes one claw attack.

Move. The crab moves up to half its speed.

Chomp (Costs 2 Actions). The crab regains 30 hitpoints.

Mythic Actions

If the crab's Crabmatic Wrath trait has activated in the last hour, it can use the options below as legendary actions.

Whirlpool (Costs 2 Actions). The crab targets a creature within 5 feet of it. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to the elemental plane of water. At the start of the crab's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.

Crabmatic Flare (Costs 3 Actions). The crab flares with elemental energy. Each creature of the crab's choice in a 60-foot-radius sphere centered on it must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the crab: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Description

crab

Lair and Lair Actions

A Crab's Lair

A crab lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Lair Actions

On initiative count 20 (losing initiative ties), the crab takes a lair action to cause one of the following magical effects:

  • A strong current moves through the crab's lair. Each creature within 60 feet of the crab must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the crab. On a success, the creature is pushed 10 feet away from the crab.
  • Creatures in the water within 60 feet of the crab have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the crab's lair becomes electrically charged. All creatures within 120 feet of the crab must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing a crab's lair is warped by the creature’s presence, creating the following magical effects:

  • The crab can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the crab and aggressive toward intruders in the area.

When the crab dies, all of these regional effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2022 5:17:51 AM
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2
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8/27/2022 5:23:19 AM
0
0
2.1
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8/27/2022 5:28:21 AM
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0
2.2
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Monster Tags: Misc Creature

Habitat: Coastal

CorvusTHEdruid

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