Gargantuan Monstrosity, Unaligned
Armor Class 22 (natural armor and force carapace)
Hit Points 442 (24d20 + 192)
Speed 40 ft., Burrow 20 ft., Swim 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
3 (-4)
WIS
14 (+2)
CHA
6 (-2)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision (120 feet), Tremorsense (60 feet), Passive Perception 18
Languages None
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Weak Spots. Crawmerax is immune to all damage unless an attacker targets one of his six glowing weak spots, (two on his pinchers, two on his side, on his eye, and one on his back) a creature must score a critical hit or explicitly declare targeting a weak spot, each weak spot has AC 25 and 45 hit points, when a weak spot is destroyed, Crawmerax rears back and unleashes a deafening roar, once all 6 spots are destroyed, he takes damage normally.

Amphibious. Crawmerax can breathe air and water.

Legendary Resistance (3/Day). If Crawmerax fails a saving throw he can choose to succeed instead.

 

 

 

Actions

Multiattack. Crawmerax makes three attacks: two with his claws and one bite, or he can use Glob Storm.

Bite. Melee Weapon Attack: +#15 to hit, reach 15 ft., 1 target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 22 (3d8 + 9) slashing  damage and the target is grappled (escape DC 20) Crawmerax has 4 claws and can grapple up to 4 targets.

Glob Storm  (Recharge 5-6). Crawmerax launches a barrage of elemental and acidic globs in a 60 foot cone. Each creature in that area must make a DC 20 Dexterity saving throw taking 10d8 acid or fire damage on a failed save or half on a successful one.

Call for Help (1/Day).  .Crawmerax roars summoning 1d4+2 giant subterranean worms (use Giant Venomous Snake stats) that burrow out of the ground adjacent to him.

Legendary Actions

Crawmerax can take three legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. He regains spent ones at the start of his turn.

Move (Costs 1 Actions). Crawmerax moves up to his speed without provoking any opportunity attacks.

Crush Attack (Costs 2 Actions). Crawmerax slams a grappled creature into the ground The target takes 3d6+9 bludgeoning damage and must succeed on a  DC 20 Strength saving throw or be stunned until until the end of its next turn.

Monstrous Dive (Costs 3 Actions). Crawmerax slams his massive body into the ground creating a shockwave. Each creature within 30 feet must make a DC 20 Constitution saving throw taking 8d6 Thunder damage and be knocked prone and pushed up to 15 feet back.

Description

Crawmerax is a hulking crab monster who will challenge an entire party.

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.

Bombur123

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