Healing spirit bond. If Crabbu is bound to a caster that knows healing spirit they are the healing spirit in that spell and act as such. Otherwise they can't heal other creatures unless the caster uses them in the spell.
Situational blood Frenzy. Crabbu has advantage on melee attack rolls against any creature that doesn’t have all its hit points if it is holding a knife or dagger like weapon.
Amphibious. Crabbu can breathe air and water.
Utility claws. Crabbu can use their claws as if they where lock picking tools.
Regeneration. Crabbu regains 3 hit points at the start of its turn. If Crabbu takes necrotic damage, this trait doesn’t function at the start of Crabbu's next turn. Crabbu dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Stabbing knife. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) piercing damage.
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