Amphibious. The crab can breathe air and water.
Spider Climb: The crab may climb on difficult surfaces including ceilings without making an athletics check.
Multiattack: The crab makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Bubble Beam (Recharge 5-6): The crab fires a 30 foot long 5 feet wide beam of bubbles. All creatures larger or smaller in the line must make a DC 16 dexterity saving throw or be trapped in a bubble and begin to levitate straight up as if by the spell levitate until they take damage from any source or use an attack action to break the bubble. A levitating creature rises 20 feet up at the start of their turn and cannot control the direction they levitate.
The crab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The crab regains spent legendary actions at the start of its turn.
Move: the crab moves up to its movement speed.
Claw: The crab makes a claw attack
Carapice Slam: All creatures within 5 feet of the crab must make a DC 16 dexterity saving throw or take 13 (3d8) bludgeoning damage and be pushed 15 feet away from Crusty.
Previous Versions
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2/14/2024 1:54:37 AM
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