Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10(1d12+4) bludgeoning damage plus 5(2d4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be grappled by the crab. This attack automatically hits if the crab has a claw free and the target is grappled by the crab. The crab has six claws, each of which can grapple one target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 16(5d4+4) piercing damage plus 7(2d6) acid damage. This attack deals an extra 10(3d6) piercing damage if it hits a target the crab is grappling.
Acidic Bile. The crab spews acidic bile in a 40-foot long, 10-foot wide line. Creatures in the cone must make a DC 15 Dexterity saving throw, taking 17(5d6) acid damage on a failed save(half damage on a success). If a creature fails the saving throw, the bile clings to it, and it takes 2(1d4) acid damage at the start of each of its turns for 1 minute or until it uses its action to scrape the bile off.
Multiattack. The crab makes two claw attacks. If it has a target it is currently grappling, it also makes a bite attack against that creature.
Description
An great crab, possibly a servant of a Deep Elder. Ancient crabs such as these are usually far more powerful than their younger counterparts, but no one knows actually why this is. Some postulate that the crabs soak up inherent magic from the Weave around them; if this is true, then these crabs may be the key to unlocking great new branches of magic.
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