| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +16 |
| DEX | 14 | +2 | +11 |
| CON | 15 | +2 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 2 | −4 | −4 |
| CHA | 1 | −5 | −5 |
Aquatic Arcana: All spells do an additional 1 d6 force damage.
Spellcasting. The Big Scary Crab Named Hank is a 10-level spellcaster. Its spellcasting ability is 20 (spell save DC 14, +6 to hit with spell attacks). The Big Scary Crab Named Hank has following druidic spells prepared:
Cantrips (at will): Shape Water, Create or Destroy Water
1st level (# slots): Maelstrom, Tsunami
Krabsmack: Krab. Smack. 2 d6 bludgeoning damage. Simple!
Sweeping Claw: Melee Weapon Attack: +5 to hit, reach 30 ft., 1 target. Hit: 12 (2d6 + 2 slashing damage.) Hank sweeps a giant pincer and whacks someone in the face. They must succeed a strength saving throw of 18 or get sent flying and take 1 d6 fall damage.
Krabbenball: Ranged Weapon Attack: +5 to hit, range 40/50 ft., 1 target. Hit: 18 (2d6 + 6) exploding damage. Summons a giant, exploding cannonball made out of water.
Uhhhh... he summons little crabs 🦀 🦀 🦀
he doesn't get reactions. he's slow.
The beast has many attacks, but this is by far the scariest.
High Tide (Costs 5 Actions). A Rainbomb, Biblical Deluge, and Tsunami From The Heavens happen all at once, while pillars of water blast from the sky. Any creature within a 1,000 foot radius must succeed a strength saving throw of 15 or suffer an additional 10 hit points of force damage along with the normal 5 d6 force damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This creature is known by many names, such as the Ancient Aquatic, Village Destroyer, The Great Destroyer, etc... however, the dm knows it as Hank. This big guy is a 70 foot tall, blue eyed red crab. I know, it doesn’t sound very scary, but imagine it's destroying your village and killing everyone you know and love. Scary, right?
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.
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