Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The crab has two claws, each of which can grapple only one target.
Aethernull Pulse (Recharge 5-6). The crabsquid releases a pulse of antimagic, as in the antimagic field spell, in a 30-foot diameter sphere centred on itself. This effect lasts until the end of the crabsquid's next turn. This effect also drains aetherium crystals of their arcane power, and any items powered by them are depleted of power until the crystal is replaced.
Description
The crabsquid is an unusual creature, even for the aetherbeasts of the aetherial expanse. Rather than taking to the magical essence that flows through it, it has developed a natural countermeasure to magic instead, which wreaks havoc on spells and magitech alike, making it a particular thorn in the side of the Karelagne Empire's fleet.
It is hostile to any light source it can see, which can make for an unpleasant surprise in the dark of the deeper expanse where it tends to live, but can also be used to lure them away if one should be encountered.
It has the ability to dim and brighten its own internal luminance at will, which it uses to signal to other crabsquids and to lure in small prey, which it catches with its swift claws and butchers neatly before consuming. The mantle-like growth at its top is its stomach, which it must fill regularly.
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