Coral Sense. Anything that touches coral in its layer it automatically knows about.
Spellcasting. The Coral Crustecean can cast water elemental spells.
Shell Spray. Each turn the Coral Crustecean can shoot out coral spikes from its shell. It can shoot out five at a time and they each deal 1d10 piercing damage.
Pinch. Each turn the Coral Crustecean can Pinch any creature within 10 feet of it dealing 1d12 damage.
Vortex. Each turn the Coral Crustecean can spin and create a vortex that deals 1d10 damage to everything within a 20 foot radius of it, however it gains disadvantage for the rest of the round.
The crab can burrow and become safe for one turn.
Shell Sheild. The Coral Crustecean can hide in its shell and avoid all damage from non-magical attacks until the end of the current playing turn.
Guardian. The Coral Crustecean can use one sea creature or water elemental to take only magical attack damage for them.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A tall crab-like figure with the power to demolish all. They have heavy coral growing out of them and creatures which obey it at all costs.
Lair and Lair Actions
Underwater in the reef this monster reigns supreme.
Lair Actions
As a bonus action it can summon one sea creature or water elemental for one turn only in order to help the crab.
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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