Medium Monstrosity, Chaotic Neutral
Armor Class 18 Harden carapace
Hit Points 70 (7d8 + 35)
Speed 25 ft., Swim 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
3 (-4)
WIS
14 (+2)
CHA
9 (-1)
Senses Darkvision 50ft, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The cruad has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Amphibious. The craud can breathe air and water.

Actions

Multi attack. The cruad makes 2 attacks. 1 with each option 

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 9 (1d12 + 3) [slashing] damage.

Hammer claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 3) [Bludgeoning] damage and the target must make a dc 13 strength save or be knocked prone.

Description

Craud crushers typically arrive on the battlefield after the craud impalers. They engage the impalers' foes, allowing their allies to move into more strategic positions. Stouter than the first attackers, crushers have claws nearly as wide as a human's torso. Lashing out with these claws, these beasts can seize enemies or send them flying backward.

Monster Tags: monstrosity

Habitat: Underwater

drdeatheer

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