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.
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.
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 (25/Round)
Burrow. Crabby digs into the terrain, providing full cover.
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 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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.