Armor Class
20
Plate
Hit Points
50
(5d10 + 25)
Speed
30 ft., Swim 15 ft., Climb 15 ft.
STR
15
(+2)
DEX
17
(+3)
CON
18
(+4)
INT
3
(-4)
WIS
3
(-4)
CHA
3
(-4)
Damage Vulnerabilities
Fire
Damage Immunities
Bludgeoning from nonmagical attacks, Cold, Necrotic, Poison, Psychic, Petrified (Aberrant Armor Only)
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Passive Perception 10
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Lasers. Ranged Weapon Attack: +3 to hit, reach 5/25 ft., 1-3 target(s). Hit: 20 (3d6 + 10) radiant damage.
Description
A clockwork crustacean, it looks similar to a hermit crab, if it had a skull for a shell.
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