Small Aberration, Chaotic Neutral
Armor Class 11 (natural armor)
Hit Points 13 (3d8)
Speed 20 ft., Swim 20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
Skills Stealth +2
Senses Blindsight 30 ft., Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The colony crab can breathe air and water.

Craboflage. The colony crab becomes invisible while it's still. It takes 2 turns of no movement to become invisible.

Actions

Claw. Melee Weapon Attack:  +3 to hit, reach 5ft., hit: (1d6+2) piercing damage.

Meld. the colony crab melds into a Crabberation if within 5ft. of a Crabberation, restoring the Crabberation by the total of the colony crab's hit points.

Bonus Actions

Scuttle. The Colony Crab dashes while not provoking opportunity attacks.

Description

A hive mind like crabs from a plane that is one where crustaceans are apex. These crabs however can form and meld into these large colonies of crabs for protection which are known as Crabberations. About the size of a small dog, these crabs adaptability are incredibly flexible being able to change their pigments to blend in and fuse and meld into large entities. 

Monster Tags: Misc Creature

Habitat: CoastalDesertSwamp

ChargedArchon

Comments

Posts Quoted:
Reply
Clear All Quotes