Huge Monstrosity, Typically Chaotic Evil
AC 24    Initiative +10 (20)
HP 200 (15d12 + 45)
Speed 40 ft., Burrow 40 ft.
Mod Save
STR 20 +5 +5
DEX 11 +0 +0
CON 21 +5 +5
Mod Save
INT 2 −4 −4
WIS 10 +0 +0
CHA 5 −3 −3
Skills Perception +6
Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16
Languages --
CR 15 (XP 13,000; PB +5)
Traits

The Crycrab is susceptible to  salt water. If  it  is wet, and salt added, its AC  is quickly reduced , in one round to 20, in 2 rounds to 15, in 3 rounds  to 10. It then  takes  10  point of damage per round 

Actions

Multiattack. The Cryscrab makes two Bite attacks. And two pincer attacks.

Bite. Melee Attack Roll: +12, reach 5 ft. Hit: 17 (4d12 + 12) Piercing damage.

Deadly Dive. The Cryscrab spends 5 feet of movement to burrow to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the Cryscrab  destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the Cryscrab.

Pincer: Each pincer  attack is + 10 to hit. If both grab a creature it then pulls  the creature apart for 10 d 6 damage additional. If the creature survives  it must  make a constitution saving throw or one  of its limbs  if torn off causing  additional  2 d 6 damage per round starting the next round, and loss of function of the limb (1 d 4 1= let arm,2= right arm, 3= left leg, 4= right leg).

Bonus Actions

Leap. The Crystal Crab jumps up to 30 feet by spending 10 feet of movement.

Description

This  black crystalline creature appears to resemble a giant crab. It is capable  of burrowing through earth  or stone as easily as water. It attacks any living thing  it meets  as a form of sustenance sucking the life  energy from it with  its bite attack. It  has a very high  armor class, and  regenerates 10 points per round. 

Habitat: GrasslandHillMountain

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