Tiny Celestial, Neutral Good
Armor Class 18 Natural armor
Hit Points 19 (2d4 + 14)
Speed 20 ft.
STR
9 (-1)
DEX
13 (+1)
CON
24 (+7)
INT
6 (-2)
WIS
5 (-3)
CHA
16 (+3)
Saving Throws CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 7
Languages Aquan, Common, Elvish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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.

Actions

Stabbing knife. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) piercing damage. 

drdeatheer

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