Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 20 bludgeoning damage.
Solar Laser. Ranged weapon attack 40ft line 5ft wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Every 2 turns the Crabulon can roar at which point any creatures that are not golems or crabs must roll a Con save, upon failure the creature is deafened and frighgtened.
Description
Once a century a humble crab is chosen to become the mighty Crabulon and is tasked to conquer, kill and establish the Decapod's dominance over the mortal realms. Its time has come again empowering every crustacean and beckoning them to follow it to victory. Standing at 8200ft tall this goliath sunders all in its path.
Lair and Lair Actions
Crabulons's are walking fortresses and typically nest in vast caverns filled with crabs to deter intruders however they are more often on the warpath so are rarely within their cavern.
Lair Action
On initiative count 20 (losing initiative ties), the Crabulon takes a lair action to cause one of the following effects; the Crabulon can’t use the same effect two rounds in a row:
- A door opens releasing a swarm of 40 crabs.
- A trapdoor bursts open releasing 5 giant crabs.
- Gary the Great is called upon and a D20 is rolled only succeeding if above 15 at which point two iron golems are summoned to protect the Crabulon.
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