Armor Class
16
(natural armor)
Hit Points
26
(5d10)
Speed
40 ft., Swim 40 ft.
STR
16
(+3)
DEX
16
(+3)
CON
14
(+2)
INT
1
(-5)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
STR +5, CHA +2
Skills
Stealth +14
Damage Resistances
Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Grappled, Prone, Restrained
Senses
Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 16
Languages
Common, Telepathy 120 ft. --
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Command: This crab can order 2 allies to do a one thing each on its turn. options include:
Attack: the target of this command can make one attack against a creature within their attack range.
Retreat: the target of this command can move half of their total movement. while doing so they don't trigger attacks of opportunity.
Defensive positions: +3 to AC to the target of this command.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d10 + 1) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.
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