Medium Monstrosity, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +3
Senses Blindsight 30 ft., Passive Perception 9
Languages Crabfolk
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Amphibious. The crabfolk can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crabfolk has two claws, each of which can grapple only one target.

Harpoon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d6 + 2) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the crabfolk or be pulled up to 20 feet toward the crabfolk.

Net (1/Day). Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Monster Tags: Misc Creature

Habitat: Coastal

Charlesaurus

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