| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +15 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +10 |
| CHA | 5 | −3 | −3 |
Amphibious. The crab can breathe air and water.
Scrap Camouflage. The crab has advantage on Dexterity (Stealth) checks made in rocky, ruined, or battlefield terrain while motionless.
Debris Armor. The first time each round the crab takes damage from a ranged weapon attack, reduce that damage by 5.
Death Sense. Whenever a creature dies within 60 ft. of the crab, the crab absorbs a fragment of its fading life force. The crab gains 10 temporary hit points, and the corpse becomes infused with necrotic energy. The crab can have a maximum of 30 temporary hit points from this ability.
Graveyard of the Fallen. The crab can animate corpses within 30 feet. At the start of the crab's turn, if there are 3 or more humanoid corpses within 30 feet, one corpse rises as Zombie under the crab's control. Only 1 Zombie can be created this way at a time.
Multiattack. The crab makes two Claw attacks. It can replace one Claw attack with Gravebind.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.Hit: 15 (2d8 + 6) piercing damage plus 4 (1d8) necrotic damage.The target is grappled (escape DC 17).The crab can grapple up to two creatures simultaneously.
Gravebind. One creature within 30 feet that the crab can see must make a DC 17 Strength saving throw. On a failure, spectral hands erupt from the ground. The target takes 13 (3d8) necrotic damage and is restrained until the end of its next turn. On a success, it takes half damage and isn't restrained.
Ashen Rebirth (Recharge 5-6).The crab releases a wave of necrotic energy from the corpses and bones embedded in its shell. Each creature within 20 feet must make a DC 17 Constitution saving throw. Failure: 27 (6d8) necrotic damage. Success: Half damage. The crab then regains hit points equal to half the necrotic damage actually dealt. This healing only works if there are corpses within 30 feet of the crab.
Corpse Storm (Recharge 6). The crab tears bones, weapons, ash, and pieces of dead creatures from the ground and launches them into a swirling storm. The crab chooses a 30-foot-radius sphere within 60 feet. Creatures in the area make a DC 17 Dexterity saving throw. Failure: 28 (8d6) bludgeoning + 9 (2d8) necrotic damage. Success: Half damage. The area becomes difficult terrain until the end of the crab's next turn.
The crab has 3 legendary actions, choosing from the options below at the end of another creature's turn.
Move. The crab moves up to half its speed without provoking opportunity attacks.
Claw. The crab makes one Claw attack.
Grave Pulse One creature within 30 feet must succeed on a Dc 17 Constitution saving throw or take 7 (2d6) Necrotic damage.
Raise the Fallen (Costs 2 actions). The crab animates a corpse within 30 feet, creating a Zombie.