Medium Or Small Monstrosity
Armor Class 18 Natural Armor
Hit Points 45 (6d8 + 18)
Speed 25 ft., Climb 15 ft., Swim 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +10
Damage Resistances Force
Condition Immunities Charmed, Grappled, Paralyzed
Senses Darkvision 60 ft, Passive Perception 12
Languages Aquan Understands Aquan and the command phrases of its owner
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shell of Holding.

The crab’s shell functions as a bag of holding that only the crab can fully access. It can store up to 500 pounds or 64 cubic feet of nonliving material. The crab can add or retrieve an item as a bonus action. A willing creature within 5 feet can also deposit or retrieve items if the crab is not hostile.

 

Expandable Shell.

For every 100 pounds stored, the crab increases in size (to Medium, Large, then Huge). It gains +10 temporary HP per increase but suffers –5 ft movement per step. Size returns to Small when emptied.

 

Unstable Belly.

If the crab dies, its shell ruptures. All stored items spill out in a 10-foot radius. Creatures in the area must succeed on a DC 13 Dexterity saving throw or be knocked prone and buried in difficult terrain made of hoarded junk for 1 minute.

 

Dimensional Burrower.

Once per day, the crab can vanish into its own shell, teleporting into its extradimensional space for up to 10 minutes. It cannot be targeted while inside and reappears in an unoccupied space within 30 feet of where it vanished.

 

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 7 (2d4 + 2) bludgeoning damage. Target must succeed on a DC 12 Strength saving throw or drop one held object, which the crab may scoop into its shell as a reaction.

 

Fling Junk.

The crab hurls bits of its hoard at up to 3 creatures within 30 feet. Each target must make a DC 13 Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 5 feet. On a success, a creature takes half damage and isn’t pushed. The crab selects what it throws: books, goblets, rocks, coconuts, rusted daggers.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Crabs of Holding were originally created by tropical mages and coastal arcanists who desired secure, mobile guardians for their magical belongings. By binding a small hermit crab to a pocket dimension and crafting a custom shell from enchanted coral, obsidian, or drift-forged metal, they created a living vault — one that could not only protect their treasures but carry them as well. These crabs are often seen scuttling through secluded island sanctums, mage towers perched on atolls, or even bustling coastal markets with glowing runes carved into their shells. They serve as both companions and custodians, trained to recover lost items, reject thieves, and sometimes even assist in battle by flinging enchanted trinkets at intruders. A Crab of Holding’s shell contains a stable pocket dimension, and its instinct to collect and organize items makes it surprisingly efficient. Most tropical wizards grow fond of their crabs, often naming them, decorating their shells with jewels or sigils, and trusting them more than apprentices. Some crabs have gone rogue, wandering the wild tropics after their masters perished or vanished. These wild Crabs of Holding can become hoarders of curious treasures: golden compasses, message scrolls, half-melted potions, even enchanted coconuts. Though not inherently aggressive, they are territorial and protective of their shells. Those who approach with kindness may find a helpful porter. Those who steal? Expect to be pinched, pelted, and buried in a mountain of hoarded junk.

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.

Monster Tags: monstrositybeast companionpet

Habitat: Coastal

Treasure:  Any

Beltomure

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