Huge Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 193 (19d12 + 70)
Speed 30 ft., swim 50 ft.
STR
22 (+6)
DEX
16 (+3)
CON
16 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws DEX +7
Skills Stealth +7
Damage Immunities Lightning
Condition Immunities Grappled
Senses Darkvision 150, Passive Perception 9
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Multiattack. The crabsquid either makes two claw attacks or makes one claw attack and then its eviscerate attack.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.

Eviscerate.  Melee Weapon Attack: +10 to hit, reach 5 ft., one target that the crabsquid has grappled. Hit: 22 (3d12 + 3) slashing damage, and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Bonus Actions

Aethernull Pulse (Recharge 5-6). The crabsquid releases a pulse of antimagic, as in the antimagic field spell, in a 40-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

Abyssal crabsquids are rare, tending to dwell in the deepest parts of the aetherial expanse and not making any appearances close to the surface. They are larger than their more common counterparts, with their legs stretching several times its main body length that it uses to trawl the depths, and quickly funnel prey into its shorter, clawed legs near its mouth. The claws are incredibly sharp, and tear flesh from bone in an instant, leaving its prey to flounder uselessly while its life is stripped away.

Habitat: Underwater

MurphysLaw101

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