Armor Class
20
Natural Armor
Hit Points
248
(16d6 + 80)
Speed
50 ft., Swim 30 ft., Climb 25 ft.
STR
24
(+7)
DEX
12
(+1)
CON
20
(+5)
INT
14
(+2)
WIS
9
(-1)
CHA
8
(-1)
Saving Throws
DEX +7, CON +11
Skills
Stealth +8
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Blindsight 10ft, Tremorsense, Passive Perception 14
Languages
--
Challenge
20 (25,000 XP)
Proficiency Bonus
+6
Traits
Biggest crab MUST remain biggest crab. If another crab is larger than Biggest crab on the same plane of existence, Biggest crab takes 1 point of psychic damage to for each cubic foot it needs to grow in order to become the biggest crab on that plane of existence.
Actions
Biggest crab makes 2 claw attacks per turn one with each pincer
Pinch: +12 to hit, reach 15ft. On a successful hit, target is grappled (escape dc 18) and takes 2d12 slashing + 7bludgeoning damage
Stab: +12 to hit, reach 20ft. On a successful hit, target takes 2d12 piercing +7 bludgeoning damage and must make a dc 15 dexterity check. Target is knocked prone on a failed save or pushed backwards 5 ft on a successful one.
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Posted Jan 9, 2023Biggest crab grows accordingly for every point of psychic damage it takes.