Amphibious: The Cave Scuttler can breathe air and water.
Multiattack. The cave scuttler makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against poison or become stunned until the Cave Scuttler's next turn.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The cave scuttler has two tentacles, each of which can grapple one target.
Tentacle Slam. The cave scuttler slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the cave scuttler's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Description
The cave scuttler is a hideous, crab-like monster which bears many similarities to the Otyugh, albeit with none of the more famous monster's intelligence or telepathic ability. An aquatic scavenger with powerful grasping tentacles and stunning venom, the scuttler often lurks beneath the surface of shallow underground bodies of water, attacking prey which ventures too near the water's edge. Once it has stunned its prey with its bite, it retreats back beneath the water to consume its prize. Cave Scuttlers tend to be solitary hunters and they only gather together in order to breed. They will tend to attack isolated travellers or stragglers and have no interest in a sustained fight with a large group of foes.
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