| 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 |
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
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).
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.
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