Tiny unknown, Neutral
Armor Class 18 Carapace
Hit Points 400 (20d20 + 200)
Speed 25 ft., Swim 40 ft., Burrow 30 ft., Fly 1 ft., Climb 29 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +16, CHA +19
Damage Vulnerabilities Fire
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons
Gear None
Senses Passive Perception 1000
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Trait Name. Crab

The original creator of the universe, Crabby is able to manipulate laws as he wishes. Can force any dice rolled to reroll 3 times and he chooses the output. Additionally Crabby's unusual charisma allows him to control any creature below 30 wisdom without a save (including servants). Crabby's hard exoskeleton allows him to completely negate damage from 3 attacks/day.

Spellcasting. Crabby is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +16 to hit with spell attacks). Crabby has every spell prepared (including all homebrew) and does not need to use spell slots.

Actions

Multi-attack. As a free action on his turn, crabby can perform 2 melee attacks from the following:

Pinch. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 100 (10d10 + 50) Piercing damage.

Bonk. Melee Weapon Attack: +18 to hit, reach 5 ft., up to 3 targets. Hit: 80 (10d10 + 30) Bludgeoning damage.

Bonus Actions

What the ****. Crabby pulls his eyes out of his sockets. All creatures below 22 int must roll a wisdom save or become frightened (ignores immunity).

Reactions

Reactions (25/Round)

Burrow. Crabby digs into the terrain, providing full cover.

Legendary Actions

Legendary Action (15/Day)

Ball Pinch (Costs 1 Action). Crabby makes 6 pinch attacks towards the enemy's special place. Has no effect against females.

Crabwalk (Costs 7 Actions). Crabby escapes the battle without triggering attacks of opportunity and cannot be chased by any creature below 27 Charisma.

Za Warudo (Costs 5 Actions). Freezes time for as many rounds as there are combatants (min 4).

Mythic Actions

Mythic Action (3/Day)

All Creation (Costs 1 Actions). Crabby hovers in the air and starts chanting in an unknown language. This triggers attacks of opportunity. After all attacks have been made energy starts to gather around Crabby. After a moment, the entire plane and all adjacent planes are destroyed, and rebuilt without anyone hostile to Crabby. Crabby regains all hitpoints, his AC increases to 50, max hp increases to 50 000, and he gets 10 actions/turn. His divine beauty causes any creature above int 3 to grovel and submit to him.

Description

Crab

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

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