Medium Beast, Chaotic Evil
AC 19 Natural    Initiative +1 (11)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 30 ft.
Mod Save
STR 18 +4 +7
DEX 13 +1 +1
CON 16 +3 +6
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 5 −3 −3
Skills Stealth +3
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Jeweled baubles and coins fixed to carapace (no set value unless harvested; typically 3d10 gp), rope harness/saddle for a Small rider, bolt case (10) laced to shell.
Senses Blindsight 30 ft.; Passive Perception 14
Languages Understands only Vex Bloodbow via telepathy (Vex-only telepathy 120 ft.)
CR 5 (XP 1,800; PB +3)
Traits

Amphibious. The crab can breathe air and water.

Telepathic Bond (Vex Only). Crabs can communicate telepathically with Vex Bloodbow out to 120 feet and with no one else. While Vex is mounted, they share an initiative count (Crabs acts on Vex’s turn). Vex can command Crabs without using an action while mounted; otherwise commanding it uses Vex’s bonus action.

Hardened Treasure Carapace. While Crabs isn’t incapacitated, its jewel-studded shell grants AC 19 and reduces damage from nonmagical weapon attacks by 3.

Treasure-Laden Carapace. Crabs’ shell is studded with coins, pearls, and glass. It has advantage on Dexterity (Stealth) checks to hide among rocky tidepools or wreckage, and it fuels Glitter Spray and Mother-Shell.

Shiny Compulsion. If unsecured coins, gems, or similarly shiny trinkets are visible within 30 feet, Crabs must succeed on a DC 12 Wisdom saving throw at the start of its turn or move toward and fuss with them. If Vex uses a bonus action to rein it in, Crabs has advantage on this save.

Mount Platform. A Small rider mounted on Crabs has half cover from ground-based enemies (+2 to AC and Dexterity saving throws).

Actions

Multiattack. Crabs makes two Claw attacks, or one Claw attack and uses Glitter Spray if available.

Claw. Melee Attack Roll: +7, reach 5 ft.
Hit: 10 (1d10 + 5) bludgeoning damage.
If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two claws. Until the grapple ends, Crabs can’t use that claw on another target.

Glitter Spray (Recharge 5–6). Crabs bursts a glittering cone of baubles and shell-grit. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be Blinded until the start of Crabs’ next turn. On a success, the creature isn’t blinded but has disadvantage on Wisdom (Perception) checks that rely on sight until then.

Clack & Goad (Recharge 4–6). Crabs slams its claws and rattles its hoard. Each creature of Crabs’ choice within 15 feet that can see or hear it must succeed on a DC 14 Wisdom saving throw or be **goaded** until the end of Crabs’ next turn: the creature has disadvantage on attack rolls against targets other than Crabs.

Bonus Actions

Shellguard (Stance). Crabs hunkers down behind its carapace until the start of its next turn: it gains +2 AC (usually to 21) and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; its speed becomes 0 until then.

Skitter. Crabs takes the Disengage action and then moves up to half its speed.

Shell Shift (Vex Only). While Vex is mounted, Crabs shifts to shield him. Until the start of Crabs’ next turn, Vex gains half cover (+2 to AC and Dexterity saves).

Reactions

Mother-Shell (3/Day). When Crabs or Vex takes damage from an attack while within 5 feet of each other (or while Vex is mounted), Crabs shatters a cache of baubles to absorb the blow, reducing the damage by 2d8, and the square Crabs occupies becomes difficult terrain from scattered debris until the start of its next turn.

Clamp. When a creature within 5 feet of Crabs misses it with a melee attack, Crabs makes one Claw attack against that creature.

Interpose (Vex Only). When a creature Crabs can see targets Vex with an attack, Crabs imposes disadvantage on that attack.

Description

Appearance. A hulking blue-violet giant crab with a jewel-studded carapace: coins, pearls, bits of colored glass, brass buckles, and rope lashings glitter across its shell. One claw bears a lightning-shaped scar; a rope harness and small saddle-ring let a Small rider perch between the spines.

Nature & Mind. Crabs is no ordinary beast. It’s cunning, hoards shiny things with fanatic zeal, and is fiercely possessive of its treasures. It cannot speak, but it communicates telepathically with Vex Bloodbow alone—sending sensations, urges, and vivid mental images (salt = hunger, cold iron = danger, warm gold = treasure). To everyone else it responds with clacks, posture, and violence.

Personality. Chaotic Evil. Predatory, proud, and territorial; paternal only toward Vex. It delights in ambushes, scattering coins to distract prey, and dragging bodies into dark water.

Habitat. Surf-caves, rocky tidepools, flooded tunnels, storm sewers, and wreck-strewn shores. On land it skitters low and silent; underwater it moves with surprising grace.

Signs. Trails of shell grit and coin-scratches on stone; clusters of broken glass; oddly tidy piles of worthless “treasures.” Faint clacking echoes and the glint of something shiny where it shouldn’t be.

Habitat: CoastalUnderwater

xXHawkXx

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