Amphibious. The crab general can breathe air and water
Multiattack. The crab general makes 2 melee attacks with its claws. It cans use rock or grasp in place of a claw attack.
Claw. Melee Weapon Attack: +12 to hit, reach 10ft., 1 target. Hit: 46 (13d6 + 7) slashing damage.
Grasp. Melee Weapon Attack: +12 to hit, reach 10ft., 1 target. Hit: 31 (9d6 + 7) slashing damage and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and the crab general loses one claw/grasp/rock attack.
Rock. Ranged Weapon Attack: +12 to hit, range 50/100ft., 1 target. Hit: 45 (9d8 + 7) bludgeoning damage.
Summon Crabs(1/Day). The crab general summons 2d4 swarms of crabs that emerge from the ground in spaces within 30 ft. from The crab general. The swarms of crabs are friendly to the crab general. The crabs remain for 1 hour, until the summoner dies, or they are dismissed by the summoner as a bonus action.
Parry. The crab general increases its AC by 5 against one melee attack that would hit the crab general. The crab general must be able to see the attacker.
Description
The crab general commands a crab army and only takes orders from the king crab.
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