Armor Class
15
(natural armor)
Hit Points
13
(3d8)
Speed
30 ft., Swim 30 ft.
STR
12
(+1)
DEX
14
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Skills
Stealth +5
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Amphibious. The crab can breathe air and water.
Barrel Shell: While in the barrel, it is indistinguishable from a normal barrel. The barrel also adds 4 temporary HP to this creature. When the "shell" breaks, it gains vulnerability to bludgeoning damage.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Description
Barrels and crates often wash to shore. Giant hermit crabs have adapted to using them for cover and to hide from prey.
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