| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 19 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Water Breathing. The cambaridae can breathe only underwater, but it can hold its breath and come out of the water for 2 minutes, as long as it returns to the water to breath.
Water Sense. The cambaridae can sense any disturbances in the water from up to 300' away. (similar to tremorsense )
Stealthy Swimmer. While underwater, the cambaridae has a +10 to any stealth rolls. If it successfully sneaks up on a swimming target, its first attack is made with a +10 to hit.
The cambaridae makes two claw attacks. It attacks with advantage against targets that are swimming.
Claw. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (3d6 + 3) crushing damage. A successful strike will require a strength save (DC15) to keep from being grappled. The cambaridae can only make one attack if it is grappling a target. When it has two such targets that are grappled, it will return to the water and swim downward.
Description
This creature dwells in deep, underground lakes, waiting for prey to swim across their domain. They grow up to 20 feet in length, and will eat their young if there are no other sources of food. They can sense any disturbance in the water from a hundred yards away. They will attack their prey, hopefully while still in the water, grappling a creature and pulling it to the bottom of their lake until it drowns. The cambaridae will then begin to devour its prey at its leisure.
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