Large Beast, Lawful Neutral
Armor Class 18
Hit Points 125 (24d12 + 1)
Speed 20 ft., Swim 20 ft.
STR
23 (+6)
DEX
10 (+0)
CON
24 (+7)
INT
2 (-4)
WIS
6 (-2)
CHA
10 (+0)
Saving Throws STR +9, CON +10
Skills Stealth +2
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Frightened, Prone
Senses Blindsight 30 ft., Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The crab can breathe air and water.

Actions

Multi-attack. The Crab Guardian makes two attacks: one Charge Attack and one Pincer Attack or Crush.

Charge Attack. The Crab Guardian charges 40ft. in a straight line. Each creature on the Crab Guardian's path must succeed on a DC 13 Dexterity saving throw or take 11 (2d8+6) bludgeoning damage and be knocked prone. On a successful save, the target takes half the damage and isn't knocked prone. A creature can try to interrupt the charge instead of dodging. To do so, they must succeed on a DC 21 Athletics check. If the creature fails, it suffers the normal effects of the charge as if it failed the Dexterity saving throw. The charge is also interrupted by solid, unmovable obstacles (e.g. Stone Pillars). If the charge is interrupted, the Crab Guardian is stunned until the start of its next turn.

Pincer Attack. Melee Weapon Attack +9 to hit, reach 10ft., one target. Hit: 9 (2d6+6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until tis grapple ends, the target is restrained, and the Crab Guardian can't use the Pincer on another target.

Crush. The Crab Guardian tightens its grip on a creature grappled by Pincer. The creature must make a DC 15 Constitution saving throw and take  15 (3d8+6) bludgeoning damage on a failed save, or half as much on a successful one. If the creature is wearing heavy armor, it automatically succeeds the saving throw.

Habitat: CoastalUnderwater

jaidensdad15

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