Amphibious. The crab can breathe air and water.
Talkative Fellow. Captain Crabulba Jr can speak telepathically to any creature that understands him so long as both him and the creature are submerged in the same body water.
Honorary Captain. If Captain Crabulba Jr makes a successful DC 15 Performance check as part of his movement, he gains Captaincy until the start of his next turn. While Captain Crabulba Jr has Captaincy, he has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Multiattack. Captain Crabulba Jr makes two claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
Pocket Pinch. If Captain Crabulba Jr has Captaincy, he can use his bonus action to try and steal something from another creature's inventory. Captain Crabulba Jr makes a Sleight of Hand roll against the target's Insight roll. If Captain Crabulba Jr succeeds, he can steal up to 50 gp worth of items from the target that aren't being carried, worn, equipped, or held.
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