Small Construct, Unaligned
Armor Class 1 (Natural Metal)
Hit Points 8 (2d4)
Speed 25 ft., Burrow 10 ft.
STR
4 (-3)
DEX
2 (-4)
CON
2 (-4)
INT
1 (-5)
WIS
1 (-5)
CHA
2 (-4)
Skills Sleight of Hand +2
Damage Vulnerabilities Bludgeoning, Cold, Lightning, Piercing, Slashing, Thunder
Damage Resistances Acid, Fire
Senses Tremorsense 40ft, Passive Perception 1
Languages Understands the languages of its creator, but can't speak.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Minion. The crabmeat obeys Eggman type monsters, but otherwise its chaotic evil.

Crab Relative. The Crabmeat can't swim, but it can walk underwater up to its walk speed.

 

Actions

Tuck. The crabmeat blocks with its claws and gains +12 to armor class.

Claw. Melee claw Attack: +0 to hit, reach 5 ft., 2 target. Hit: 6 (1d6 + 1) piercing damage. 

Rocket. Ranged robot Attack: +2 to hit, range 5/60 ft., 2 target. Hit: 15 (1d12 + 3) fire damage. If a rocket hits a target that is 5ft away, then both the crabmeat and the target take damage. On impact, the rockets explode.

Bonus Actions

Hole. The crabmeat digs a small hole in the ground. While in the hole, it gains +2 armor class, -2 to hit.

Reactions

Block. If attacked, roll a die 4. 2 Or less, the crabmeat takes damage. 3 Or more, the crabmeat takes 0 damage.

Description

One of Eggman's robots has entered DND! Crabmeats are robot crabs, just so you know.

Bernth

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