| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +8 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 13 | +1 | +1 |
Amphibious. (Crab Or Hybrid Form Only) The Werecrab can Breathe in both water and air.
Multiattack. The werecrab makes three attacks, using Handaxe or Pincer in any combination. It can replace one attack with a Bite attack.
Bite (Crab or Hybrid Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 23 (3d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werecrab and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours.
Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +8, reach 5 ft or range 20/60 ft. Hit: 14 (3d8 + 4) Slashing damage.
Pincer (Crab or Hybrid Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 13 (4d8 + 1) Piercing damage and if the target is Medium or smaller, it is Grappled. (Escape DC 17).
Shape-Shift. The werecrab shape-shifts into a Large crab-humanoid hybrid form or a Large crab, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
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