Medium Humanoid
Armor Class 15
Hit Points 55 (5d12)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws STR +5, CON +4
Senses Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Shellshock Jolt.
Ranged Spell Attack: +5 to hit, range 60 ft., one target.
Hit: 7 (2d6) thunder damage.


Crabquake (Recharge 4–6).
Each creature within 15 feet must make a DC 15 Constitution saving throw.
On a failed save, the creature takes 13 (3d8) thunder damage, is pushed 10 feet, and is prone.
On a successful save, the creature takes half damage and is not pushed or knocked prone.

Description

Enter a general description for your monster here.

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.

Jamie307

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