AC
12
Natural Chitin
Initiative
+0 (10)
HP
15
(4d6 + 3)
Speed
20 ft., Swim 20 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 11 | +0 | +0 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 8 | −1 | −1 |
| CHA | 2 | −4 | −4 |
Traits
Amphibious. The crab can breathe air and water.
Eerie Phosphorescence. The crab glows with an ethereal light.
Pack Tactics. The crab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage.
Snap!: DC12 Dexterity Saving Throw. Reach 5ft. The crab leaps towards a target withing range and snaps his claws, attempting attach itself to the target. On a failed save the target suffers the effects of the Slowed condition. The target can use their action to make a grappling check (Strength or Dexterity) to break the grapple.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/19/2026 4:45:33 PM
|
5
|
0
|
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|
Coming Soon
|
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