Gargantuan Aberration, Chaotic Neutral
AC 24 Natural plate    Initiative +5 (15)
HP 700 (35d20 + 330)
Speed 120 ft., Walk 80 ft., Burrow 60 ft.
Mod Save
STR 30 +10 +19
DEX 10 +0 +0
CON 30 +10 +19
Mod Save
INT 15 +2 +2
WIS 16 +3 +12
CHA 8 −1 −1
Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Immunities Acid; Bludgeoning, Piercing, and Slashing from Mundane Attacks; Charmed, Frightened, Grappled, Paralyzed, Restrained
Senses Passive Perception 20
Languages All
CR 30 (XP 155,000, or 7,200 in lair; PB +9)
Traits

Carapace of the elder deep:

Immunity to spells or spell effects of 5th level and lower.

Damage threshold of 15 to break through.

Otherworld biology:

Does not require food water or air to live 

Siege monster:

Does double damage to objects and structures 

Legendary resistance (4/day)

Blind sight 120 ft

Bioweapon: the acidic bubbles cut through everything, creatures that are resistant to acid damage are not to the crabju’s attacks, and creatures immune take half damage instead.

Tethered mind: any creature threat tries to look in or effect its mind must make a dc 20 wis save or be under the frightened condition and is frightened as the true bottomless gains an anchor into their mind. Creature can repeat the save and end of their turn. 

Actions

Multiattack: The Crabju can can make three claw crusher attacks after making a bubble bomb attack

Action Claw Crusher. Melee Weapon Attack: +17 to hit, reach 30ft., 1 target. Hit: 34(4d10+14) force damage. If target is large or smaller target is automatically grappled and restrained. If target is in claw the next attack automatically hits.

Bubble Bomb: Ranged attack, dex saving throw, dc 24. Range 300ft 10ft radius of an acidic bubble that does 6d6 acid damage on a failed save and half as much on a success. Also on a failed save target(s) take 2d6 damage at that start of their turn until wiped off using ant action or bonus action or they heal.

Atomic bubble breath: recharge 5-6: 300ft cone of acid bubbles are spewed out from its mouth, each creature in the area must make a 25 dc dex check or take 72 (11d12) acid damage. 

 

Bonus Actions

Upset the sediment: the legs of the Crabju kick at the earth causing a sediment/dust cloud that heavily Obscures the area.

Reactions

CRAB CONTROL: can control up to 15 cr in any crab creature to take an attack action

Legendary Actions

The crabju has 5 legendary action that it can choose between in the list below. Only one can be used at a time after another creatures turn.

Crush(1 legendary action): if a creature is within its claws it does 30 automatic damage.

Bubble breath recharge( 3 legendary actions) breath weapon automatically recharges. 

Hunker down( 2 legendary actions): increases the ac by 5, can not take reaction until the start of turn

Crab control( 2 legendary actions)

 

Mythic Actions

OCEANIC DOOM: if the Crabju is reduced to 0 hp it sheds its outer shell and gains back 550hp, all legendary resistances, and actions are automatically regained, as well as the breath weapon. And for one hour can take the new mythical actions

More crab legs: make an additional crusher claw attack.

Bubble beam: cost 1 action: make a 100ft line of bubbles that is a dc 25 dex save or take 60(10d12 damage) 

 

Description

The hulking alien that is the truest form to “the bottomless” the eldritch being that lies beneath the waves and who’s influence you see on the effects of evolution of the marine life that is closest to it. The stone looking shell is harder than steel and is the ultimate shield, its four crushing claws could rend a young dragon in two with one with of the muscle. It looks deep deep down, far below the breaking point of any creature, and slumbers in darkness waiting for a new interaction.

Lair and Lair Actions

Deep and dark miles beneath the first pocket of air, lies an almost alien world at the floor of the sea and ceiling of the Eldritch’s cage. Ruins of fallen ancient ships and horrific organisms coast around all the way to him.

Lair Actions

On initiative count 20 (losing initiative ties), the Crabju takes a lair action to cause one of the following effects; the Crabju can’t use the same effect two rounds in a row:

  • Spill some of the contents of its stomach out making the water around deeply acidic and within 100 feet of the crab creatures that are not crabs need to make a dc 20 con save or take 5d6 acid damage
  • Creatures that are within 100ft of the ocean floor must make a dc 20 wis save or the visions and voices of the thing beneath take hold and on a failed save give creatures that have and int above 6 and are not crabs take 4d10 psychic damage and cannot take reactions until the next lair action

Regional Effects

The region containing a legendary Crabju's  lair is home of the ancient fathomless, which creates one or more of the following effects:

  • Within 10 miles of the lair of the Crabju and its domain the currents are violent and strange, it is lightless and the mind swells from the pressure and some other thing that pulls at the back of any sentient creatures mind.
  • Empower crustacean any crustacean within the 10 mile domain of the Crabju is underneath its control, and listens to its mental commands. All crustaceans gain 30 temp hit points, and gain +8 to attaks and +10 to damage(force)

If the crabju dies, these effects fade over the course of 10d100 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2025 1:27:34 AM
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1
1
Coming Soon
2/18/2025 5:48:49 AM
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1
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Coming Soon

Habitat: ArcticCoastalGrasslandUnderwater

Lem0nzest

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