Large Monstrosity, Unaligned
Armor Class 20 Natural Armor
Hit Points 152 (16d10 + 64)
Speed 20 ft., Swim 40 ft.
STR
21 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws STR +9, CON +8
Skills Athletics +9, Perception +5
Damage Resistances Bludgeoning and Slashing from nonmagical attacks
Senses Darkvision 60 ft, Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Hardened Carapace. If an attack roll against the Crab Turtle is a 20, the damage from that attack is halved.

Amphibious. The Crab Turtle can breathe air and water.

Steady Footing. The Crab Turtle has Advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Multiattack. The Crab Turtle makes two Pincer attacks.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is Grappled (escape DC 17). The Crab Turtle has two pincers, each of which can grapple one target.

Crushing Shell (Recharge 5–6). The Crab Turtle retreats into its shell and spins, slamming into nearby foes. Each creature within 10 feet of it must make a DC 17 Strength Saving Throw.

  • Failure: A creature takes 36 ($8d8$) bludgeoning damage and is pushed 15 feet away.

  • Success: Half damage and is not pushed.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Crab Turtle (CR 10): A massive armored tank with 20 AC. It uses its Pincers to grapple and restrain foes while relying on its Hardened Carapace to mitigate critical hits. It can clear the area around it with a powerful Crushing Shell spin.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

skylargeske13

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