Trampling Charge. If the crab moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the crab can make one claw attack against it as a bonus action.
Trigger Happy. If a target is 5 feet or closer to the crab's line of sight, that target must succeed on a DC 10 Dexterity saving throw or get hit by a ram attack.
Claw. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Ram. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d8 + 1) bludgeoning damage.
Description
The Bullcrab is similar to that of a Giant Crab, but instead of traveling between land and ocean, the Bullcrab makes itself at home on the rocky shores. Bullcrabs are quick to attack anything that gets too close due to the inability to see anything directly in front of them, caused by ram-like horns completely blocking its central vision. Adventurers have observed that Bullcrabs will stop attacking and become quite friendly when a creature calmly walks into their peripheral view. Once the Bullcrab has calmed, it will delicately offer morsels of food with its claws or gently nudge the non-threatening creature in what seems to be a show of affection.
Previous Versions
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9/19/2022 11:25:00 PM
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12
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1
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Coming Soon
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