Tiny Swarm of Tiny elementals, Neutral
AC 11    Initiative +0 (10)
HP 3 (1d4 + 1)
Speed 20 ft., Swim 20 ft.
Mod Save
STR 2 −4 −4
DEX 11 +0 +0
CON 10 +0 +0
Mod Save
INT 6 −2 −2
WIS 8 −1 −1
CHA 2 −4 −4
Skills Stealth +2
Senses Blindsight 30 ft.; Passive Perception 9
Languages None
CR 1/4 (XP 50, or 50 in lair; PB +2)
Traits

Amphibious. The crab can breathe air and water.

Ambusher. In the first round of combat, each creature in the swarm has advantage on attack rolls against any creature they surprised.

Freedom of Movement. The creatures ignore difficult terrain, and magical effects can't reduce their speed or cause them to be restrained. They can spend 5ft of movement to escape from nonmagical restraints or being grappled.

Actions

Claw. Melee Attack Roll: +0, reach 5 ft. Hit: 1 Bludgeoning damage.

Water Whip. Melee Weapon Attack: +12 and target must succeed on a DC 17 strength saving throw or be pulled up to 20 feet towards the crab, reach 25 ft.

Description

These creatures usually stick together in groups anywhere from 5-20. During mating season, villages have reported upwards of 50 abyssal crabs swarming the beaches. These monsters used to be regular crabs, but it is suspected that a Sea Witch, otherwise known as a Hag of the Sea, turned them into these creatures in order to protect their lairs. However, much like regular crabs it is nearly impossible to control them, so it is believed that they escaped and have begun to live much the way that they used to when they were regular crabs.

They are more intelligent than your average crab at the cost of being not as strong physically.

Habitat: CoastalUnderwater

LifeAndDeath1298

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