Medium Construct, Unaligned
AC 15    Initiative +0 (10)
HP 45 (2d8 + 2)
Speed 40 ft.
Mod Save
STR 14 +2 +2
DEX 10 +0 +0
CON 13 +1 +1
Mod Save
INT 2 −4 −4
WIS 2 −4 −4
CHA 2 −4 −4
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 1
Languages None
CR 1/4 (XP 50; PB +2)
Traits

Creation of Burden. The Crab Walker counts as one size larger for the purpose of determining its carrying capacity.

Vehicle.  The Crab Walker must be driving by a driver and can not take any independent actions including the Dash, Disengage and Dodge actions.  The driver can take those actions themselves for the Crab Walker.  The Crab Walker shares the initiative count of the driver.

Full Cover.  The Crab Walker provides Full Cover for the driver. 

Object.  The Crab Walker counts as an object for spell purposes.  If the Crab Walker has any hit points then the Mending spell will heal 2d6 hit points.  If the Crab Walker has zero hit points then it will need to be rebuilt.  This can take days to do so.  Ask the DM for details.

Loud.  The Crab Walker is at disadvantage to any stealth rolls.

Actions

Claws. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (2d6) Piercing damage.

Magicdancingblade

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