Armor Class
15
(natural armor)
Hit Points
11
(2d6 + 4)
Speed
40 ft., Swim 40 ft.
STR
14
(+2)
DEX
15
(+2)
CON
14
(+2)
INT
5
(-3)
WIS
9
(-1)
CHA
8
(-1)
Skills
Stealth +4
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Magic Resistance. The crab has advantage on saving throws against spells and other magical effects.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.
Invisibility. The crab magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the crab wears or carries is invisible with it.
Description
For use with pact of the Chain if you really like crabs. Hope it's balanced!
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