The aqueduct breaker crab can breathe air and water.
The aqueduct breaker crab has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will.
The aqueduct breaker crab can climb wet stone, aqueduct slabs, and other natural or worked stone surfaces without needing to make an ability check.
When a creature pulls a lever, turns the control wheel, or otherwise operates the aqueduct mechanism within 30 feet of the breaker crab, the crab can use its reaction to move up to 10 feet toward that creature.
This movement doesn't provoke opportunity attacks from the creature that operated the mechanism.
The aqueduct breaker crab makes two attacks: one with its Crushing Claw and one with its Sweeping Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13).
Until this grapple ends, the target is restrained, and the breaker crab can't use Crushing Claw against another creature.
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.
If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet horizontally. The breaker crab chooses the direction, but it can't push the target through a solid obstruction.
One creature grappled by the aqueduct breaker crab must succeed on a DC 13 Strength saving throw or be moved with the crab as it moves up to half its swimming speed.
If the movement ends in water deep enough to submerge the target, the target is pulled beneath the surface. The target remains grappled and restrained but isn't automatically deprived of breath.
This movement doesn't provoke opportunity attacks from the grappled creature.
When an allied Aqueduct Skittercrab within 5 feet of the breaker crab is hit by a melee attack, the breaker crab can impose itself between the attacker and the skittercrab.
The skittercrab gains a +2 bonus to its Armor Class against the triggering attack, potentially causing the attack to miss.
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Description
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Lair and Lair Actions
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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:
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Regional Effects
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If the [monster name] dies, these effects fade over the course of #d# days.
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